Dark Dragonkin is one of the first games that I have had the pleasure of redeeming from Lurkit. Being one of only 4 games that I was eligible to redeem, I poured all my hope into the one and only Lurkit games available to me that didn’t look like a mobile game port.
This description does, however, come with my personal acknowledgement that, as a brand, Lurkit is better than Keymailer in terms of interactivity and user engagement. However, on the other hand, for smaller channels like myself, in comparison to bigger streamers, have such a limited choice on Lurkit due to access to games being behind an “Avg Viewer” wall. On Keymailer I can walk up to any brand, developer, or publisher and slap a request on their game, believing that I compared to anyone else, will have a “good chance” of redeeming a game. Although this is the case, a lot of the time I will be “left on read” by the places I request from. Lurkit on the other hand, pretty much has a 100% chance of being accepted if I meet the criteria, if I can actually find anything I want to review in the small pool I’m limited to. Although I appreciate Lurkit’s approach to allowing developers to choose their audience, I find that, given my smaller size, I am severely disadvantaged and limited.
Dark Dragonkin is a weird little game, top down, JRPG-like game that’s more about solving room puzzles endlessly than any actual RPG features. You go room by room, level by level, using 4 different characters with 4 different abilities. You have the Tank character (who is assumably female, love that) who can kick boulders out of the way and smash things, and the ability to use her shield to block attacks. Not only that, but you have the ninja guy who is great for backstabbing people and can jump over large gaps. Next is the druid-type who has the ability to turn into a fairy and fly through cracks in the walls, also having the ability to heal your team. And lastly, you have the mage who shoots fireballs which can light torches and kill enemies as well.
As said before, there is not really much of a story to this game, there is a little starting story to give your characters reason to exist and reason to be doing what they’re doing, but that’s about it. From the start, what you do is go level by level, learning the mechanics of each individual and continue on through each dungeon. I did play this game for roughly 50 minutes, so I almost met my hour quota. It’s not unbearable. It’s a basic game with an interesting premise which I’ve seen similar things done before by Elmarion: the Lost Temple (but that was in 1st person, and you simultaneously controlled 4 characters with the numbers 1-4), and it’s not completely lost on me, it’s just a bit boring. It’s a puzzle game and there’s not much else to it. There’s no fear aspect, tension, excitement, or anything of that nature, it’s completely about solving puzzles in an RPG-like fantasy environment.
Pros:
The game works, and has no audio or visual bugs.
The game provides a unique and intriguing mechanic to managing 4 people at one time. Making solving puzzles more appealing due to having to control more than one element within the puzzle-dungeon.
All the mechanics of each character are explained to the player, on how to use them and when is best to use them. Not much room is left for mistakes made via the game being stingy with its hints.
Despite the game being simple, a few puzzles did stump me a few times, but that was partially down to me having trouble keeping track of who can do what.
Cons:
While the mechanic is interesting, there’s not much else that really draws the player to stay for a while. The games’ music is repetitive and monotonous, and the control of four players is limited to singular, slow movement. I’m aware that this is a puzzle game, and I can appreciate that, but it’s RPG styled, surely that warrants a bit of excitement?
The game is a little weird with the walking and placement of things. It would’ve been better if the movement was gridded, or on rails. Walking forward moves the character forward 1 square at a time, leaning towards a more move-based puzzle game. This is due to the difficulty of aiming things correctly, the rock being kicked 2 pixels too far, the fairy getting KO’ed because I couldn’t fit her in the hole… I could go on.
Looping back to uninteresting, the game is nothing to look at visually. The characters are nice enough and are unique looking, but looking at the game itself as a whole, it does nothing to maintain my interest visually either. There’s a lot of empty space, both in the map and the black void outside the map.
Price: £11.39 Time To Complete: N/A (The only entry is me LMAO) Achievements: 14 Cards: No Worth The Money: IMO, not really. It does have 80ish levels, but there is no way I could withstand the game for that long to get my money’s worth.
In conclusion, this game is something that I’d like to see more of, just with more “umphf” or however you spell it. It is an interesting concept to have a puzzle game like this use 4 different characters that you can control separately. But as much as they spent a lot of time on making an insane number of levels, I think more should’ve gone into making it a fun-er experience.
Zesty Rating 4 Out Of 10. There’s a hint of flavour, but it’s gone before I can enjoy it. A genuinely appealing concept for a game, let down by boring level design and no real excitement, tension, or fun really. It is a puzzle game, but due to the RPG skin, it’s misleading to those who think they’re here for an “adventure”.80+ levels of the same song on loop, barren hallways and the call of the black void behind the dungeon map.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again. Not only that, but being more Lurkit-focused in my new era of streaming.
NOTE: This game is flagged as “Retry”.
The question that’s asked in the title of the game is not expanded on in the way you might think. The game is nothing to do with dreaming in the sense of what happens when you’re asleep, but more to do with hope and aspirations of animals. Even so, that’s not really the main aspect of this game I procured from Keymailer this time.
You start the game as a daddy whale (not an alternate version of a bear daddy) discussing with his whale son about Mother’s Day… Or was it their mother’s birthday? Having a conversation about what to give her when- “WHAM!” harpoon straight into the kid’s head. The son starts crying saying that he’s scared and all you can pick from the dialogue options is super existential dread producing stuff like; “This is the way the world is.” and “It’s okay, it’ll be over soon.” and “We all die in the end.”. Each one of these dialogue options resorting in another harpoon being launched into the whale-kid’s body.
“I’m not going to lie, once two harpoons were in, I skipped through this. All I saw was the horrifying dialogue options that the father was saying in a horrible attempt to comfort his son but was just being very cynical and death-take-me” while the son was begging for help.
I saw the warnings for this game and I, like a dumbass, ignored them, brushed them aside as “Hah, how can a game like this, with these cute avatars, actually fill the boots that the warning it gave provides?”. The game rightfully slapped me around the face right at the start and prepared me for what it held within.
This story is roughly about “you” who happens to be the whale hunter that more than likely killed the whale at the start. Your ship crashed into the island where you find a bunch of talking animals and the main focus is this sleeping lion who is actually poisoned. You set out on a quest to gather the ingredients for the antidote which you somehow know how to make and what to look for, and on your journey meet all the other talking animals of the island.
(I did miss a few animals as it was optional and at the point the game had fucked my brain up that much, I just wanted an ending.)
Through meeting the Chicken who was injected with things to make her legs more plump, but instead ended up falling off. A talking crocodile and a massive pig, you’re not only led to finding the ingredients but also a secret laboratory under a waterfall which hints to animal experimentation gone wrong a la Planet Of The Apes style.
Around halfway through the game I made a cheeky observation of the game, it felt like one of those Vegan Propaganda things that are made every so often. So for the entirety of the rest of the game, I found myself questioning it, is it vegan propaganda? While sadly, I came to the conclusion that it is not, it verges really close to it. This thought of mine may have been because I was viewing the animals as animals, and not “people” with their personalities. Each one is going through something. Most have some amount of existential dread or such a bleak outlook on life, and those that don’t have either of those things are taking “ignorance is bliss” to a level where it’s just sad. The lion is suffering the loss of his son, and because he leads the entirety of who is left, the loss of everyone else along the way too. An owl has been constantly berated and told that their hobbies are rubbish and that they should just give up. The chicken has such an overwhelming hatred for humans that it blinds her to (rightfully so) stereotype every human to just be the same.
(Edit: Conclusion changed. This is a vegan game. Maybe not propaganda, but I’m not entirely sure. However, I found this as this is what changed my mind.)
“You” yourself even have a whole existential crisis on the top of “special goop mountain” at full moon. It transforms into the mirror image of you, and you start going off about how you hate yourself, calling yourself names and just being so derogatory towards yourself. (I have no idea how they managed to steal my inner monologue to create such a convincing “self-hate moment”, but I’m impressed.)
I’m still reeling from this moment. Even looking at it actually makes me really uncomfortable, as it hits really close to home. Regardless, let’s get some pros and cons.
Pros:
The game works well, no graphical errors or audio bugs.
A warning is given for the type of content within the game, a lot of the time, disclaimers are too obscure and don’t really address what is being warned about. This game does a fantastic job of making the player extremely aware of what’s to come, and it lived up to it.
Every single character is believable. Whilst talking animals are not the most realistic thing, the characters are for what they are. A suicidal ant, feeling the pressures of being small and gaining sentience being one of the most compelling parts of the game for such a small moment, yet it’s an ant, can you really draw emotional attachment to an ant? Console it? Encourage it to not give up? Or do you just squish it because it’s an ant?
The choices in this game do not have a big impact on the game at all, in fact, I’d say they’re meaningless. Which is a great thing. In a game like this where you are trying to cause and/or show how shit and meaningless these animals’ lives are, conveying that through the fact that nothing will change, regardless of what you do, is fantastic. Giving you no reward for doing the right thing, except the knowledge that you didn’t squish an ant in the best way.
The game is adorable. I saw in the reviews for this game that it’s like a horror mod for Animal Crossing, and despite never playing Animal Crossing, I couldn’t agree more. The art style and the animations really work lovely together, and makes for an outstanding contrast to the dark and horrible themes within. It was one of the sole reasons this game subverted my expectations.
The game was the perfect length. I don’t say this regularly, as the time of the game is not often a valid point in my reviews. This is maybe one of the few times I will say this, as it’s rare to get something so perfectly neat and tidy as this. The game was possibly about an hour long, yet it didn’t feel like it was an hour, I didn’t feel the time go by. I’d call that a “prefect wee game”.
Cons:
While the story was great, there were times when I did feel it was a bit empty. The entire game is focused around the interaction with the various animals on the island and nothing more. So if you are not a fan of reading dialogue or don’t feel yourself to bond well with video game characters, then this game will bore you to death. Apart from talking, the only other thing to do is to explore the tiny little map of the game.
There were two characters (I’m assuming) that I missed. Somewhere after talking to the “goop-me” there was probably an opportunity to find and talk to both a Turtle and an Angry Monkey. I had no clue where the game ended and as far as I’m aware, the game did not hint me to go and find them. By the time I’d headed back to the village, the game was in its ending phase, and I’d missed my chance to talk to everyone. An audio hint or verbal hint to go and talk to them would’ve been great, keeping it still entirely optional and open to making your own mistakes, but I feel I missed out.
I feel as though the ending was a bit abrupt, or just a little too simply stupid. Not a stupid ending, but the dialogue at this point felt weak and simplified. I understood the Lion’s motives, and the whole plan of luring people to the island, but it wasn’t such a huge, grand reveal as I feel it could’ve been.
Price: £5.79 Time To Complete: 1.5 hours Achievements: 7 Cards: None Worth The Money: Solid, Maybe. The 37% discount it had a while ago which put it to £3.65 was a definite yes. It’s definitely worth a play.
Overall, this game is a great experience for those who like to challenge their morals through talking to sentient animals. It has a great theme, and while the ending (that I got, as I bet there are other endings) was weak and unfulfilling, it was a great ride overall. I strongly recommend this game, whether you wait for a discount or not is up to yourselves.
Zesty Rating 8 Out Of 10 A wonderfully dark and gory story, ending in hardship, should you bring it on yourself. Cute style contrasting the gruesome nature of the game. And despite all your efforts in life, everything eventually dies.
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.
Amazon Rush is an endless runner game, created at the peak of runner-game-hype, along with games like Subway Surfer and the like. Judging by the game itself, it’s honestly hard to tell whether it was an honest attempt at recreating the magic, or a blatant attempt at grabbing from the pockets of people who wanted to try something new.
This review will be more of an argument with what the developers describe the game as, so I will be listing the pros and cons first.
Pros:
A decent game in itself when it decides to work.
The game is competent enough to have AN objective.
The game provides a singular challenge for a singular cosmetic.
The game is not so lazy that it doesn’t have power ups.
Nice start screen and game over screen.
Cons:
The main character is bland and forgettable. There is nothing unique or interesting about it.
The RNG for which blocks spawn is absolutely atrocious. Blocks can spawn inside each other and make the game freeze because it doesn’t know what’s happening, or they can spawn too far unreachable for you to make it with power ups.
The moving background is only one picture long, so it’s the same image looping over and over again. A second image would’ve been good enough to just give it a bit more sustenance.
Not unique in any way.
Jumping mechanics have you float and then suddenly drop, making it almost impossible to predict where you’re going to land.
Dull with no rewarding aspects.
“Enjoy the Unique World of adventure and challenges”. This game is not unique, the only thing that’s even close to being unique is how bad it is, but since the greenlight is non-existent it’s “unique-ness at failing to be a decent running game” is almost snuffed out. The main character is forgettable. The background is so plain, bland and lazy that you swear you’ve seen it somewhere before. The power ups are indeed somewhat unique, but they’re always just out-of-reach so that if you go for them, there is no way to survive. The “Aboriginal” costume is actually the most unique thing about this, not for the promise of costumes as other games have done it better, but just for its design, which was obviously the “challenges”, the dev was talking about.
“…with lots of thrill and fun.” Fuck off. Thrill and fun are different and are achieved in different ways. This game is in no way thrilling, and it also is in no way fun. The difference between this, is that this game has the potential to be fun and captivating like most runners want to be as runner games are all about replayability. If the only thing you have to offer as a reward is 75,000 coins away and there’s nothing in between and nothing after that, players just don’t latch on.
“This running game is beautifully designed…” There’s no problem with this statement apart from the statement itself. The background design is tolerable, the character design is better than expected along with the costume, and the info screens are a nice touch with the bloody… arrows? Spears? I can’t tell what they are, but they do fit the Amazon theme. However, just all-out claiming that this is beautifully designed is a lot of bullshit, and we can all see that.
“…awesome sound effects.” Yeah, sure. You picked the right ones. All sound effects were appropriate. Congratulations.
Price: £0.79 (believe it or not, its base price used to be £2) Time To Complete: N/A Achievements: 124 Cards: No Worth The Money: No. The game is broken, it can literally crash your Steam Client.
Do not buy this game. If you wish to buy this game, buy it when it’s on sale. 50% or above sale, and even at that it’s still not worth what you’re paying for it. At this point, it’s more beneficial for you if you buy it off a dodgy website, get hacked, have to freeze your account then claim it back again just to get the game.
Zesty Rating 1 Out Of 10. You’re being the victim of that weird trick people can do where they eat a banana, but then put the skin back the way it was to make you think there’s still a banana there. There’s not. Describes itself as unique and beautiful, maybe that’s what it’s mother’s told it. Awful Runner game, no reward aspects, only endless running and no gain. RNG breaks the game and Steam Client. Don’t buy this one.
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.
Another game from Keymailer, this time I was hoping for a good, fun experience, akin to PayDay 2 but a little more lax and a lot more goofy. While I can definitely say that this would’ve been the case if it weren’t for the fact that the game is only suited for multiplayer.
Now, I can’t blame a game for being bad, just because it is dead. There are certain things you just can’t control, nor can you do much about. There is an over-saturation on the market of multiplayer games. So much so that I doubt every single multiplayer game ever made is being played right now, a lot will have dropped out of relevancy and a lot will have never actually been picked up.
When it comes to Perfect Heist 2, I can’t reasonably say that “the reason that I didn’t get to experience this game fully is because there was no one playing at the time”. I was not monitoring the number of people playing the game that day. Looking back on the statistics of gameplay, however, it appears that it would’ve been extremely lucky for me to even consider catching anyone else playing due to the fact there were only 5 other people playing on that day. I could’ve, of course, just assumed that the “Quick Play” button wasn’t working and that’s not how other people were finding each other. That would, however, be rude of me to just assume nothing works, and it’s way more likely that I was just unlucky.
So, generally, what can I say about this game? I wish there was a legitimate Singleplayer mode. What I can do is set up a custom lobby and just fill it full of bots and see how things turn out, which was the majority of what I did when “playing” the game. The A.I. seems to just charge full force in with not a care in the world for anything, regardless of what level I set their difficulty to. This led to a few funny moments where the police officers were emptying full clips into the lifeless bodies of my former comrades over and over again until I was red in the face laughing, only feet away. There’s honestly not much else that I’d like to discuss in great detail, as I don’t think I can get the entire feel of this game without playing with other real people, as it’s intended to be.
Pros:
The game works, with no graphical errors or glitches (as far as I’m aware)
The art style of the game gives off a great vibe, while the styling lets you know that you’re getting into a serious situation (with the colour palette). The chunky, lower poly-count lets you know you’re in for a goof and a good bit of fun.
The amount of selectable characters in the game with different weaponry is refreshing and interesting. I’m sure it’s more than what PayDay has, you can really feel that you’re helping out the team in different ways with all these roles, which all have some things in common too.
The custom mode with bots is essentially what made this review, whoever had the idea to have this in the game needs a pat on the back. The A.I. may be very “special” but it provided countless good laughs.
The U.I. of the game is actually rather decent for an indie game, everything is clear and concise and nothing is obstructing the view of the player.
Cons:
The game does have a GPU issue on the main screen, which is quite weird. Forces my GPU to rise to around 90% only on the main screen, but everywhere else it’s at a reasonable level.
The game relies on the player having someone to play with for the game to function as designed, which in itself isn’t a major flaw. Considering the player-base it has, it fails to provide the desired feel of the game.
The A.I. for the game seems not to change when adding different level custom bots. The robbers, no matter the level, dash straight into the bank and start smashing glass and grabbing necklaces. The police gun down people immediately, even if it’s supposed to be easy. It may just be only damage scaling, which is fine, but I honestly don’t notice much of a difference there either.
When I picked a specific character (possibly called “infiltrator” or something) where you spawn inside the building. The police automatically shot at me, despite my character depicted as wearing the same outfit as the staff, and not holding anything threatening. Not only that, but when I died, my A.I. companions were nowhere to be seen, waiting for a bit, I then flipped the camera to discover they’d spawned outside the map, so that’s fun.
Price: £7.99 Time To Complete: None it’s multiplayer Achievements: 19 Cards: None Worth The Money: Honestly, even if you got a group of friends together to play it often… No, not really.
Overall, I wanted this to be a great game, and fundamentally this is an okay game, or a “more okay than the average shit I get from Keymailer” game. Everything works, a few glitches here and there, but its reliance on solely multiplayer is what lets it down greatly. A hollow version of Payday, which would’ve been super fun if there were other people to play it with.
Zesty Rating 5.5 Out Of 10. With no doubt, it would’ve been higher if I’d had access to a single player of sorts or found a lobby with people. A Payday parody/clone that could’ve been super fun to play, and funny with other people. Looking for a “Quick Game” finds no one, as there’s not many others playing this game at the moment. For a game that is designed to only be played multiplayer, it makes it a tad boring.
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”.
Agross is a simple survival management game. It is truly basic. The person you control is not even humanoid, it’s essentially a player counter from Sorry! In a way, it makes the game a different experience as you are being told these people are human despite not seeing them that way. For me, I feel that it makes me act differently in the game as I would if they appeared human.
For instance, all the people who worked for me had their health at 20 as I didn’t feed them for 4 days and made them work flat out until they were almost dead. Whereas in games like Sims or Settlers, I’m a little more… morally sound. The carrots looked like carrots, the chickens were chickens, so they were treated as such. The people being nothing more than pawns made me the ruthless overlord of the carrots.
There are a few things I would change, which most would only be me being nitpicky. The only thing I actually think is viable from that list and what other people have mentioned too (where both reviews have the exact wording and seem to have been copied) is changing the market from 12 hours to 8 hours. You know, because most of us like to shove some toast in our mouth before we head out, we can imagine these farmers just stuffing a carrot in their walking off to market.
Pros:
The game works soundly, with no graphical errors or musical bugs.
The aesthetics are simple but pleasing. The simplicity brings out the “simple life on the farm” feeling but adds a sort of sole barren-ness which you have to deal with.
Decent music.
A solid game concept which has been done before, but tackles it in its own way and does a good job of that.
A challenging juggle between “Do I feed my workers, myself, or force everyone to work hard, so we can sell our produce tomorrow?”
Cons:
The lack of humanoid humans brought out the sadist in me, while not even really a complaint, the style lends itself to the minimalism, the other items in the game look more like what they’re supposed to represent.
No upgrade system, for anything at all to make things a little easier over time. Like upgraded tools or cheaper labour.
Only one music track looping over and over again, the music was decent, but 1 track looping is kind of bland.
The hour usage per action could use a bit of tweaking, while I do believe that you could spend 12 hours going to, in and coming back from a market, your character had breakfast before that. The farmers around here drive their tractors with toast in their mouths and their breakfast hot drink in a flask.
The little red cylinder is your farmer or worker.
Price: £0.79 Time To Complete: No Ending Achievements: None Cards: None Worth The Money: Yeah, it’s okay for a £1 game. Definitely good when one sale.
Overall, it is a perfectly sound game, the game is good. For £0.79 it’s honestly not all that bad if you’re into these kinds of management games and can handle the tough starting challenge it presents you. All the mechanics are there for a management survival game. The only thing I would suggest is slight changes to the times and maybe an upgrading system.
Zesty Rating 4 Out Of 10. Has the minimalistic blandness of an avocado, but plenty of people like avocados. I prefer guacamole. A simplistic, farming-survival game. Tend to the chickens, plant some carrots, and don’t forget to feed yourself. Become the ruthless overlord of the carrots, and starve your workers. Barely recommended, but a good grab nonetheless.
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.
Surprisingly, this game was not one of those given to me by Keymailer, nor was it one that was sitting around in my Steam account for a thousand years. Through having a Steam Curator and actually making reviews, myself, on games for longer than I’d known the person I’d previously made review articles for their site, I’ve received games before. This does not mean it’s been at all successful, or I’ve been popular to be given games to. Chibi Girl VS Evil Zombie Dead is the second game I’ve ever been given via the Steam Curator Connect, and was given to me on the 29th of November last year. (The other one called, Zibbs – Alien Survival, was given to me on 22nd October 2020, and I still haven’t reviewed it yet for reasons, but will actually be doing eventually.)
I’d initially asked my previous reviewing partner if they’d like to review this game (as I essentially shared their reviewing website, they had an equal share of my Steam curator). They probably took one look at it, saying “uhh no, you have it.”. I more than likely promptly laughed afterwards expecting that response and said “Fuck it, it’s a game. It’s not really much of a waste of time.” Accepted, downloaded it and played it about 2 months after receiving it, punctual, I know.
Chibi Girl VS Evil Zombie Dead is an adventure platformer game where you, an unnamed, un-aged little girl is travelling across the zombie apocalypse ridden city in an effort to find her mother because “waaah where’s my mummy?” Despite being a child, the main character makes the slightly more logical decision of travelling across the city to find her mother instead of breaking down into floods of tears. Or even screaming and crying for her mummy like any other child would, getting eaten in the process.
She travels through a sort of semi-industrial in-construction downtown area, the introduction area showing you that you can drop boxes on zombies, jump over things and control elevators. Most of the rest of the game is JUST this, which is not inherently bad. There are a bunch of different environments, such as an actual construction site and a sewer level (because god forbid any zombie game avoid having sewer levels). The game does not get more complex in terms of what you need to do to progress. It does, ultimately, use the same factors to make the game progressively more difficult by stacking them on top of each other or making the puzzle a tad more maze-like, making you think about each situation a bit more.
As said before, there’s not much more to this game, and the only thing that drove me to almost complete it was the fact that it was seemingly easily done. Down to its simplicity, it was and is (up to a particular point where it seems it’s physically impossible by the game’s standards to pass it.) easy enough to finish. The graphics themselves were cute enough in a very amateur way, and the puzzles and things were simple enough but also challenging enough to keep me in it. A few times I did debate throwing up my hands and declaring the game broken, but that was all down to a few things that are actually easily fixed.
Pros:
The game has no game breaking bugs or flaws with audio.
It’s a simple side-scrolling platformer that’s easy enough to understand, but still provides an element of challenge for the player with it’s limited functions.
While the entire game is just platforming, between stages there are mini-games where it turns from a 2D platformer into a few different types of games, switching the flow and maintaining interest.
Depending on how much of an “out-of-the-box” thinker you are, it is possible to complete some puzzles a few different ways, which in my opinion makes it that tad bit better.
The goal of the protagonist is easy to follow, and what little story the game has is sensible and doesn’t take itself too far with being ridiculous. There are a few things that seem a bit out of the ordinary, but nothing too huge.
One of the few games I’m actually okay with the protagonist being unable to swim.
Cons:
The major thing with this game that almost had me quit the game was issues with graphics vs hitboxes. A lot of the time, my character would fail to jump at a gap and fall into the fire below. This was due to the hitbox of the ledge being shorter than that of the actual image. My character, while still being on the ledge, visibly was not on the code version of the ledge and would fall through the graphic. This wasn’t a major issue all the way through the game, but led to a few moments that almost stopped the playthrough.
There’s only one type of zombie. It’s a bit of a reach of a complaint, but there is no visual variety between any game’s zombies per level. All had the same ruined appearance, no sludge for the sewer zombies and no high vis jackets for the construction zombies. The variation between backdrops was great, but lacked at the forefront of the game.
The mini-games were necessary. If there had not been the mini-games, then I would’ve stopped playing the game a lot sooner. Other than the shift change between side-scrolling platforming, there is no other pull to this game apart from the fact I “knew” I could beat it and I enjoy platformers.
Another graphical bug that I only experienced a few times with the boxes. When you’re pushing a box, it can sometimes get stuck, on nothing whatsoever. It was prominent in one particular puzzle where you had to move a box to a puddle that was electrified by stray wires, jump on the box and jump over the puddle. That was my first initial thought, but the box stopped randomly, and I could not push it any further. Me thinking in “game logic” I determined that “you may not use the box in this area and must figure out another way around this puzzle”. After attempting another couple of ways, I tried the same way again and the box magically moved further this time, to my disgruntlement.
Price: £7.19 Time To Complete: N/A Achievements: 4 Cards: None Worth The Money: No, only buy at a large discount. 65% or higher.
Overall, this game is actually kind of cute and semi-competent. A little simplistic, and it’s only redeeming features are the mini-game breaks between scenes and the way that it reuses the same mechanics in actually interesting ways to create new puzzles. It can sometimes feel a bit repetitive and broken, but I honestly never expected it to be as good as it was, to only have those flaws. It’s still not worth the price presented as, while the mini-games are great for what they are, the platformer doesn’t have a lot of content to warrant the price.
Zesty Rating 4.5 Out Of 10 Cute and simple platformer with other elements mixed through. Competent enough to hold its own, but not enough to hold it together. A little buggy, a little overpriced, and the only thing keeping me interested is the mini-games. How does this little girl know how to drive a car and a boat?
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.
I'm still hoping that the dev of this game is doing alright, they're one of the few that took a positive influence from the review. Once again, if you're still around, I look forward to what you have planned for the future.
…
Boobie Shaker? [How Do I Verbally Facepalm?]
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 mountain… 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 “ooga-booga” 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 “exploration” and the big overwhelming seeming “ooga-booga” 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 “main quest” 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: £9.29 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.
Another one of these games that I do not remember purchasing. However, Steam remembers it as September the 30th of 2019, and I will take its word for it. But, this is also another one of these games I will tell you to steer clear of, and this time it’s not because the game is bad.
So, here I was, probably on a shady website or browsing Fanatical Bundles. If I’d seen this game on its lonesome, outside a bundle, I would not have bought it. It came in the bundle regardless, and as part of my “I need to get through my massive backlog of games” effort on Twitch, I played it to give it a go.
About this time I was thinking, “Wow, this game cost £0.99, and it’s not bad.”
I’m zipping about in this simple, and minimalistic, but challenging, nonetheless, game, and it’s pretty damn good. Still not groundbreaking or amazing, but nothing like the other shovelware on Steam which they let pass through these days.
Low and behold, I don’t need to look very far, and I find that this game is an asset flip, complete and utter plagiarism. The developer of this game is claiming this game as his own when the rightful maker made this available on Unity.
There are pros and there are cons, but Abscond is not this developer’s game. So, there are only cons here, which are:
“Dev does not know how to make a game” / “Dev is too lazy to make a game by themselves.”
So, what do we do now? I’m downright refusing to acknowledge the “developer” as the creator of this game, and left with nothing to gripe about.
Things like this do leave me to be curious, however. If a “developer” on Steam, is willing to get free assets from Unity, not alter the game in ANY manor and attempt to sell it passing it off as their own… will they benefit?
As it stands, Steam charges the developer $100 per game put through the Steam Direct program, meaning that as soon as a developer puts it up, they are $100 down. Unless you have lots of expendable cash, it’s not money you’d get rid of without being completely certain that what you’re doing is worth it/profitable.
So, the developer, XiNFiNiTY Games, takes a free asset bundle and sells it on Steam without further modification. — $100. If you’re a nerd like me and have Augmented Steam and SteamDB browser extensions, you will be given some useful information, but I’ll touch on that in a second. Looking at the initial data of the game that the regular Steam user gets, you can see that the game only has 9 reviews despite it being “released” in December 2017. You’d possibly think to yourself, “Fuck, maybe it’s just because it’s an endless, simplistic little arcade game that’s not had a ton of spotlight.” Scrolling further down, you’ll see the usual thing of there being actually more than 9 reviews, there actually being 24, which is still not a great deal despite the game being released for 5 years.
The bigger majority of these reviews being negative, calling towards the simplicity of the game, low effort and not being worth the money being asked of it. A couple of others, including myself, using these points others had made along with the fact that the game is an asset flip to point out why it was so ridiculous that it was paid for.
24 is still a small number, but thanks to my add-ons, you get a rough estimate of how many people actually own this game.
Now, as you can probably tell already by looking at the picture. 20k to 50k is not really that much of an “accurate number”, nor is it really all that accurate at all. It’s quite the ballpark range.
Okay… So let’s outsource this a bit, and try a different thing to guess how many people own this game.
Oh…
So, we have the same numbers from SteamSpy, but some huge numbers from PlayTracker. And honestly, on first viewing of that number it seemed unreal and did not want it to be accurate. But concerning the number of reviews, and also looking at that third number (actually the first in the set, but the third that I mentioned), it looks a lot more realistic.
Therefore, on some basic maths, entirely ignoring a few factors such as Steam sales, discounts, and devs giving their keys away to bundle sites: If SteamSpy’s upper estimate is correct, and 50k copies have been sold, then you’d be right to assume that they’ve pocketed $44,900. Which would be absolutely ridiculous.
Even going by the “Owners By Reviews” lower estimate it would still mean that the “developer” made a net profit of $1340, which is still disturbing considering that this is not even their content.
So, looking a bit further into this game, on various blogs, I happened upon a very useful site, or maybe I found it useful as it provided me the information I wanted to see. (Rather than the news I wanted to hear).
A site known as Game-Stats that has a lot of information on games had something more in mind of what would’ve been earned by the so-called developer. Fair enough though, despite being a lot more realistic and what I’d had in mind, it was still unfortunately above the $100 they had to pay to release “their” game. Meaning, at the end of this (if this website’s more realistic looking evaluation of the revenue is correct) they still gained $70 from essentially stealing someone else’s work and slapping a different name on it.
Meaning, if anyone wants to almost double their money, just steal someone’s game and slap your name on it and pop it on Steam, they won’t do anything about it.(obvious sarcasm)
Hi, I’m not finished yet. So, this “developer” can yoink practically an asset pack from Unity, not change anything about it and claim it as their own, gaining almost double their money back.
What if this is not the only time they’ve done this? Or at least, that’s a question that I start to ask myself because I’m a weird one like that and apparently have too much spare time, despite never seeming to have any at all.
XiNFiNiTY Games have 22 games to their name, 6 of which being DLC (Downloadable Content), so we can bring that number down to 16. One of the first-ever games, of which being “Infinity Wings – Scout & Grunt” actually gathered enough reviews from people to generate an average audience score, which is not a good one. What the more early games of XiN have in common is that they’re not the sole publisher of the game, and that OtakuMaker SARL are the ones publishing instead. These games also still not getting great receptions, but looking and seeming to be more fully fledged games than the Abscond rip-off.
The first one that we actually take a look at is another game with a very similar thumbnail to Abscond (in fact, they all are very similar looking in terms of simplicity). Spinning Around is a basic game where you have to fly your Spaceship into the correct colour, while the colour position that you have to fly through changes. You’ve all seen someone playing a mobile game with this concept. This is another blatant rip-off, another asset bundle ripped from the Unity Asset store, a different title slapped onto it and published on steam as their own content. What is the net profit that site predicts this time? $320.
Okay, let’s try another one. Infinity Trip. Another unity asset flip, as the real developers can be seen right here. How much is their estimated return? $56. Okay, thank goodness, nearly everyone reviewing this one knew that it was an asset flip immediately. Must be a more popular asset bundle than the rest.
Stellar Warrior? Phone-game esque, so most likely also stolen. Net Revenue $0 (Seems improbable, yet there are no good reviews at all about this game).
Cubic Color? More than likely. (Can’t find original source). Net Rev $37.
Color Circle? No evidence as far as I can see, but it looks exactly like what they’d usually steal. Net Rev $75. *All “Net Revenue” are estimates made by the Game-Stats website.
So, from the asset flipping, player scamming side of things, we have 13 games that have possibly been attained from the unity asset store. All of which have been turned around, had a new name slapped on top of the old one and put on Steam to be sold as “their” game.
13 x $100 = $1300 So, the devs have spent this much putting the games on Steam, but did they get back what they spent? $75 + $37 + $130 + $260 + $18 + $94 + $0 + $110 + $56 + $340 + $56 + $320 + $170 When you look at it, there are plenty of small numbers that are below the $100 threshold, but a few big numbers. The gamble was really risky, as not a lot of their flips generated a profit, but the ones that did generate a profit only did so marginally in comparison to indie games that have any real effort.
Estimated Net Revenue for all (possible) asset flip games being $1,666. (*Gasp* 666) Provided they paid for each game to be put on Steam, they presumably made a $366 profit, assuming the website is more accurate than the others. This is not amazing, and taking a close look at their profits from each game, if Trigonometry hadn’t done as good as most of the others, they would not have as much of a profit as they do now.
Color Circle
But realistically speaking, however, what if this hadn’t stopped in 2018 and this developer kept selling asset flips? Also bringing to attention, these games are still live on the Steam store, waiting to be bought. This “developer” can still obtain money right now from any unsuspecting buyer. This slow gain of $366 has happened over the course of five years, acting like an offshore bank account or investing in a really slow-moving stock, but it’s still there.
You can probably guess my opinion on the matter. I find it morally unethical, and completely condemn this as while it’s still apparently legal, it’s harmful to the image of “indie”. Not only that, but it damages the reputation and the credibility in the eyes of players towards other games that use bought assets for their games, such as PUBG. Many indie game devs either do not have the skill, time, or the know-how to pursue making their own assets. Buying these asset bundles and game templates are what gives these developers a head start and a clear direction of where to improve from, or what to use, or how to use what they have. Unlike these innocent game devs who use these assets as intended, XiNFiNiTY take templates as they are, change nothing, and slap their name on it.
Call this whatever legal term you wish, forgery, plagiarism, theft. At the end of the day, it’s certainly a scam. You can get the tools to make these games for free, you get the templates for free (sometimes paid, but a lot XiNFiNiTY took were free or cheap), and “make” exactly what XiNFiNiTY copy and pasted yourself.
If you come across any games by XiNFiNiTY Games, then please do not add to their pool of money that should’ve been distributed to the real developers. There are many other better indie developers, and there are many other better indie developers that actually have done the work they are advertising.
The amount of time and research put into this topic could’ve been a lot more, and I would’ve gone further into this if I had the energy. However, this was made a lot quicker due to two characters on Steam. The first being Zaxtor99 TTV, whose review first alerted me to such a thing as an asset flip. I’d always suspected as such, but after playing Abscond and then being shown where it originally came from, I was gobsmacked that someone would actually do this. Secondly, to the person behind the curator calledSturgeon’s Law, Obey the Fist!, who almost had every link to all the assets that were stolen. I’ve also now read a whole Wikipedia article on “Asset-Flips” and an article/interview with Bennett Foddy and am a little asset-flipped out now.
Edit: I’ve been made vaguely aware that it’s somehow possible for developers to cheat the $100 entry fee for releasing a game on Steam by dropping more than one game at a time (or something). I’m not fully versed in this knowledge and can’t find any info on it at the moment. But it does, however, change a lot of the “predicted profit” if these “developers” managed to do this too, I, however, will probably look at this another time.