[LEGACY] Lake

Lord bless Keymailer and their forever extensive library of new and upcoming games, waiting to be requested and played by the unsuspecting gaming influencer. With Steam and the Greenlight function being taken away and a mountain-load of shovel-ware sweeping into the marketplace like a landslide from a landfill, it’s hard to request things from the site and not dread what you’re getting into.

Due to its overall look and information, Lake was one of the more promising looking games. It was also one of the few games that provided a different “please read before requesting this game.” This uniqueness before even starting the game or even being accepted to play it was pretty fresh.

The game itself is exactly as you see it. You are a woman who is taking over from her dad as the local postman, which is giving her a needed break from her work, too. It’s a delve into her past, as it’s her returning home to the town she used to live in by a big, beautiful lake.

There’s not much else to this game that I have experienced, which is not a bad thing.

The game is simply experiencing this twist in a person’s life through delivering mail around the lake each day, with different dialogue options leading to better/worse relationships with other characters and possible romance options.

Pros:

  • It’s a game that works. And it works really well.
  • The stylisation of the game is a mix of low-poly and not, which does give the land a unique aesthetic. While not looking super realistic, it all blends in really well together and paints a nice surrounding.
  • 2 (As far as I’m aware) romance options, one with a male character and one with a female character. Film Nerd Chick FTW.
  • All music in the game is played through the “local radio” in the post-van and is actually real, original music recorded for the game, which really ties in that close-knit community vibe.
  • All characters feel believable and the dialogue is not clunky or unnatural. 
  • Whether intentional or not, you can power slide with the van.

Cons:

  • Due to the original music, you do have to email the devs of the game with the link to your VOD/Video to make sure you are not DMCA/Copyright struck. It’s a thoughtful thing to do, but could be tedious if multiple videos have to be made.
  • There is no run function. (Similar to Phasmophobia) The movement speeds are “saunter” and “walk normally”. I know the woman is having a holiday by being there, but I’d like the faster speed to be “That awkward jog where you need to be faster but don’t want to put effort into being faster.”
  • The two relationship options (that I have found) are a wonderful Film Nerd Chick and Hermit Paul Bunyan. For meeting Film Nerd Chick, it’s such a natural progressive flow (AND REALLY FLIRTY), whereas meeting Paul Bunyan you’re hit with a lot of guilt-tripping and pity-partying. Which, when talking to other streamers playing the game, also put them off a relationship with him. He seems like a super chill guy, it’s just shit that every dialogue option starts with you delivering bills to him, and you’re just forced to feel guilty about it.
  • You can’t tell your boss/co-worker who keeps calling you asking you to do work while you’re on holiday to “fuck off”.

Overall, this game is a great game if you like enveloping a story via trivial means, like Power Wash Simulator but better. You learn a lot about the community via delivering mail to them and accepting some odd jobs or such from them while you’re at their houses. Meet old friends, old neighbours, and just chill in the hometown you grew up in. 

For me personally, as much as I am invested in the relationship with Film Nerd Chick, I do find the gameplay super repetitive and would probably struggle to play this game if it wasn’t for that specific relationship. However, it is one of the few games from Keymailer thus far that I can safely say I’d continue to play after trialling it.

This game, however, does deserve a place in the spotlight due to having such a well-crafted and believable little town, which completely carries across the feeling of quaint and homely to the tee. 

So while the game style may not be for everyone, it doesn’t mean that it’s a bad game at all and is certainly not a bad story that’s being told. If you can pick this game up from keymailer or fancy paying £15.99 for this game (which I, personally, would wait for a discount on) give it a decent try. Power through some posting to see if the storyline is worth the slog and share your thoughts about it as well.

Price: £15.99
Time To Complete: 7 Hours
Achievements: 10
Cards: None.
Worth The Money: Yes and No. Having 7 hours worth of playable game is certainly worth £16, but the game is too repetitive and chore-like after a while.

Zest Rating
6.5 out of 10 ~ Fresh-Tasting
Back to hometown aesthetics, postwoman romance simulator. Driving and posting every day isn’t my thing, but the relationship dynamics are worth staying for. She’s as much of a gossip as my dad is, and he’s an actual postman.


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

NOTE: This game is flagged as “Retry”.

[LEGACY] 12 Hours

Upon entering 12 Hours, you’re hit straight with that shitty indie feel and not to mention the long loading times. The screen shows some basic text with controls, but some of these controls seem confusing at first because they ask you to use the LMB to turn on and off your torch, but also to use it to attack… What? Nevermind, I’m sure it will explain itself eventually or make sense in-game.

You then start off in a corridor, no story as you are within a nightmare of the developer’s making. All that you can see will be the wooden floor, the dirty off-white walls, and the wooden doors. A very plain setting and not very spooky or endangering at all.
Each door you go through will land you in one of the random rooms that this game possesses, where all the items have the exact same spawn location. Random rooms, but all the contents of the rooms are not randomised, weird.
The red “blood” writing on the wall is extremely far from intimidating. Some writing is even supposed to be funny, but that completely devalues the scare of others! Whispering emanating from these walls, but it’s not subtle whatsoever, and for me, takes away some scare as the sound was clearly just placed on the wall.

The monster(s) you encounter (as far as I’m aware) is a homeless old man with a machete/butcher knife and a demon dog/human hybrid that I swear I’ve seen in some game before. These enemies will sometimes spawn right in front of you and, typically, not even facing you. They will spawn, more than likely, before you can reach/find a weapon, leaving you defenceless. The monster(s) can run faster than you and there’s no way to close the door to prevent them from attacking you (despite it giving you the option to interact with it) and there is no hiding mechanic. You just die.

On my last playthrough I was lucky enough to come across a baseball bat, which I found to my displeasure that as soon as I picked it up the torch went out. Baseball bats are two-handed weapons, and it wouldn’t make sense that I could hold a torch too, so that was fine, but now I have to fight the monsters in the pitch black with a baseball bat, big deal. Or at least it wouldn’t be if the game had not already put (from what I can tell) a headlamp on the floor. It told me to press G to turn it on, and it didn’t. It had a sign like a switchover sign with the button T, so I tried that. Nothing.

Obviously, the headlamp was put here with the combat in mind, so you could still see your enemies as you were fighting them. You technically still can, but you can only see their life bar. Oh, and the crawling monster had me dead before I could even get a second hit. *Shakes some salt.*

Pros:
— The game works. No audio or auditory glitches and no game crashes.
— Battery charge to battery finding ratio is sensible enough.
— Combat is actually combat and not just a horror hide and seek.
— Buttons (for everything except LMB issue) are set sensibly to global standard.

Cons:
— Monsters spawn right in front of you, sometimes not even facing you.
— If you don’t find a bat before the monster finds you, you’re fucked, as you can’t defend yourself otherwise.
— The torch is terrible, and the headlamp doesn’t work.
— There is no hide mechanic, and the monster(s) all run faster than you. No way to revive or recover.
— Randomly Generated Map sometimes makes the most stupid of corridors, some you can’t even fit into.

All images are just random rooms that I’ve walked into. None are linked by anything whatsoever. They’re purely rooms with different things in them.

Price: £2.89
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: No. Do not buy it.

Honestly, don’t buy this game. If this game is bundled with another game, but you have the option of adding something else instead of this one, do it.
If you already have this game for some reason, play it. Play it and then let people know to avoid this as if it were quarantined.
This is one of the many games that makes people avoid early access and indie tags, and gives the general idea to AAA players that “indie” means “trash”.

Zesty Rating
1 Out Of 10.
The main suspect when it comes to giving Early Access and Indie a bad name. RNG Maps make for tight crawlspaces, no weapon to start despite the risk of being attacked, cheap, boring and dull. A must not play.


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.

The Captain

The Captain is one of those games that takes me back to the old days of NewGrounds and Armour Games, a plethora of flash games, all of my favourites being point and click adventure games. (I tried to recreate that magic on Twitch once by only playing flash games on Fridays, but I can safely say that no one was interested.) Despite the very long intro with screeds of text that I ended up skipping most of, I was taken back to that era rather abruptly so that it gave me a bit of whiplash.

The Captain starts out with a whole bunch of story I didn’t ultimately read, but I got the fair gist of it. Bad people have a big army and are going to use a weapon to destroy the sun surrounding a planet of great stature, Earth. To make the shield, that was created to protect the sun work, a costly and time-consuming battery must be made at this station that’s on the outer rim of the galaxy.
In the process of transporting this cell back to Earth, something unfortunate happens with the experimental “warp hole” technology, which leaves your protagonist stranded on the outer rim of the galaxy without the cell and a broken ship.
The BBEG is still en route to s’plode the sun, so you now need to grab the cells and head home ASAP before the sun goes splat.

The reason this game gave me whiplash, however, is because during one of the very first choices, a person died.
A person died because I can’t lie to people, in-game characters or not. I’m not a liar, and especially with a situation as dire as it was… I just can’t lie. Spoiler. It hurt my soul so much.
This reeks of early point and click games, throwing you into situations like that so quickly and without any forewarning. This game went from boring, clicking through all the dialogue that I’m not concerned about, to “Fuck, I almost cried.” Not everyone will have the same reaction as me, however, as I feel things too deeply, but I love it when games take me off guard.

Pros:

  • The game works.
  • The game’s art style is another one I love. Tiny pixels all arranged to make a detailed picture, but still pixelated. I love pixel art so much, as there’s so much you can do with it.
  • The characters are believable, and the situations are gritty and dire, in the best way. Challenging dilemmas that really have you trying to think so widely out the box, but you struggle to know what to do as it’s the first playthrough.
  • The concept of time in this game is handled great. There have been so many games that I’ve played before that I felt handled time and time-based challenges in such a shit way. (Dead Rising 2) I genuinely felt as if I was racing against time in a way that I could genuinely handle, but also felt I had absolutely no grip on. Nothing I could do would give me more time, I just had to make the best use of it.
  • The puzzle elements to this game are VERY flash point and click game. Combining and searching high and low for things. No hints, but the solutions are simple once you get around to them. Minimal puzzles, but always very meaningful.

Cons:

  • Once again, the text in this game is overbearing. There is a lot of dialogue in this game that’s not very much needed. It does give depth to the characters and everything that’s happening in the game, but the amount necessary is way less than the amount provided, and it’s somewhat of a drag.
  • The game is predominantly made for replayability. Any game that has the number of choices, consequences, outcomes and just sheer “anxiety via indecision” inherently wants to be replayed. What lets the game down is the lack of a skip button for things that you’ve already seen and experienced.

I genuinely can’t think of any more cons for this game.
This is literally one of the first games that I have ever played that one of the people watching me at the time came back to me and said, “Yeah, I went and bought this after I saw you play it.”

Price: 15.49
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

In conclusion, it’s not the best game there is out there for point and click adventures. It also certainly doesn’t rival any of my favourites of the flash era, but is it good? Yes, undoubtedly so. It’s more than definitely worth buying and playing, as it promises a better playthrough every restart and multiple different routes to the path of success.
It’s not the most riveting or inspiring, but it’s another good space story that I can easily say is worth the money and the time you put into it. If you want something that’s as close to a 5/5 as I can give, then try the Don’t Escape series. It’s honestly gamegasm material for point and click adventure/puzzle games.

Zesty Rating
7 Out Of 10
A refreshing return to flash point and click routes. Gripping and gritty decisions ensue, with lots of space travel and sci-fi themes. Replayability is off the charts, make your horrible decisions all over again…


NOTE: This game is flagged as “Replay”. 

[LEGACY] Undertale

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!”

The Description of Markiplier’s Video.

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,’”

From a Kotaku Interview.

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.”

From a Kotaku Interview.

“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.

[LEGACY] Chibi Girl VS Evil Zombie Dead

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. 

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Boobie Shaker? [How Do I Verbally Facepalm?]

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