[LEGACY] Perfect Heist 2

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”.

[LEGACY] Agross

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.

[LEGACY] Apsulov: End of Gods

Apsulov: End of Gods was a game that I was really excited to play. It was one of the first games that I’d received from Keymailer that actually looked worth the price that it was. Looking like a finely polished, first-person adventure which had very different elements to it than previous games. It struck my interest and when I actually received the game, I was genuinely shocked and excited considering that the game was released in 2019.

You’re dropped into the game with a very cranky-ass GLADOS repairing you and shouting at you for being a failure. This part of the game sets up the basics, walking, movement in general and interacting with things. Not only that, but gives you the tone straight away. Lulling you into a false sense of security with being nice, and funny, and then literally screaming at you for being a failure for reasons you can’t understand as the player. (which genuinely triggered some fear for me, a bit of trauma, but we okay). From there you escape into vents, run, and get sucked into a giant, glow-y, magical butthole then transported to the Ashlands where you’re attacked by Demodogs, they eat your arm, but you’re then rescued.

The man who rescues you infuses you with a weird robot arm, which you can conveniently charge up with green ion cells lying around everywhere. With said arm, you can unlock doors using biosignatures which you’ve stolen from the hands of dead corpses. Not only that, but you can also use it to force push people and things, and that’s how you solve a lot of the travel-based obstacles.

Honestly, I couldn’t really tell you what the plot was. I have no idea if I just wasn’t listening, or if I’d zoned out because I was bored, or if it was actually given to me. In my head, all I had was “Zap, Zap, out of battery, refill battery, Zap, Ooo that looks cool, Zap.”
Which is not an entirely bad thing.

The game tries to combine numerous things together, and as much as I enjoyed the game, I think that is its downfall. Once I stopped to breathe, or got tripped up on an obstacle I couldn’t solve it hit me, I don’t really know what’s going on.
This game is supposed to be horror, but I, personally, don’t find it scary at all. There was only one good jumpscare/scary moment, but I forget what it was and where it was.
The game also is supposed to be a mix between Sci-Fi and Viking themes. The humans within the game have “found Asgard” and therefore found items associated with the gods of that realm. Artefacts from the one that is known for raising undead, now there are undead everywhere. It’s a classic DOOM story, humans got too ballsy with their inventions, found Hell and were like “Yeah we could use Literal Hell to power our machines.” but instead it’s all the nasty Viking gods.
After DOOM, looking at this game, you could replace the fact it’s Viking gods with anything at all, or take it out completely. I love it, don’t get me wrong, but I’m more interested in why GLADOS is a dick because this robot thing is apparently sentient and really fucking pissed off at me for reasons I still don’t understand.

Pros:

  • The game works, no major graphical errors, bugs, or audio glitches.
  • The game looks absolutely stunning for being an indie game, and as visual quality goes, justifies the price of the game. It sets scenes amazingly and is not afraid to make things look grandiose, spectacular, and foreboding.
  • The use of colour in this game is also great, not in an atmospherical sense but from a game design perspective. You always know what something is due to the colour and the glow. The big purple horned monoliths are save points, the big green glowing items on the walls are cell refill stations.
  • All the controls are really intuitive and there’s no sense of mucking up what you’re doing. Everything is simple and to the point and is really “handy” when solving the puzzles.
  • The puzzles within the game are easy to spot, as always highlighted with light or made extremely obvious with a bright yellow valve or an obvious ladder you need to blast down to gain access.

Cons:

  • Despite wanting to be a horror game, the atmosphere just isn’t foreboding enough, and the enemies are not scary. There are no pivotal moments where you feel in imminent danger, apart from the cutscene where the demodogs are out to get you. Otherwise, the game is just dark corridors, boopy doors and the Iron Man gloves. The lack of fear this game supplied meant that things that I would usually find scary were just not doing it for me.
  • While it’s good that the exploring puzzles are easy and easy to find, so far, there is only finding the hand that opens a door, blasting a ladder down and blasting doors open. Otherwise, there is nothing else but exploring and picking up bits of dialogue from journal entries and other lore snippets.
  • I’m not sure what the game was really hoping to achieve. It mixes a lot of different cool elements that really catch your interest. I can’t help but feel as though it sounds like an unfinished thought, or a “what if…” statement that was expanded on but never solidified.
    As said before, it’s essentially DOOM, but instead of it being Hell that humans stupidly messed with, it’s Asgard and the world is at threat of the angry god people’s bad antics.
  • The story of the game, while convoluted, was also either barely present or easy enough for me to ignore. Generally, I was happy enough in this bliss of ignorance, happily zapping things, but when it came to puzzles that slowed me down, it dawned on me how empty the game felt.

Price: £15.49
Time To Complete: 5 Hours
Achievements: 39
Cards: 7
Worth The Money: No, but yes on a discount, putting it under £10, maybe.

Overall, this is a stunning looking and feeling game, which creates a great awe-inspiring atmosphere well, but not a scary or spooky one. It has great mechanics used for environmental puzzles and opening up new areas to explore, but no other puzzles that vary enough to excite the brain. A very mixed review from me, but it’s genuinely a game that if I got around to, I would try to finish it. It has my interest, but not my heart.

In conclusion, this game would’ve been a better game if they’d been trying to rip off DOOM in a way. Taking the fast-paced action and combining it with the “I don’t really know what’s going on because things are going super fast, but I’m having fun” aspect combined with quick and easy puzzles. Throw in a few horror aspects to have the player fuelled not only with the energy of excitement, but the energy of “Oh shit, OH SHIT, AHH! AHHH!” with some horror elements.

Zesty Rating
6.5 Out Of 10.
Stunning visually and gameplay wise, but the story is lacking just enough to make you feel something is missing. Interesting premise, but crams a little too much in, making everything feel a tad unfinished. Still a great game for mindless exploration of the fantastic environments created.


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.

[LEGACY] Gedonia

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

Panning opening scenes and great panoramic views, all done with a low poly, but still nice enough looking design. A great deal of time spent on the opening of the game, making the player lean on the edge of their seats, drawn in and ready for an experience.
You exclaim to your dad, who is not your dad, that you had DREAMS! And those dreams make you absolutely sure that if you go to the cave that’s at the top of the 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.

[LEGACY] Super Clown: Lost Diamonds

Keymailer, as much as you save me from having to pay for the trash that consumes Steam’s indie section, you could not save me from this.

Super Clown: Lost Diamonds was another one of those, “Ah, that will be super easy to play, looks like it has a low skill requirement and made with leftover unity assets from a dodgy car-boot sale.” While being one hundred percent correct in that matter, it did not matter.
What is the use of a game if you cannot play it?

As I load up the game, I’m met with a massive spike in GPU in only the menu screen, this continues on through the entire game, but within the loading screen of all things. This should not be something that happens.
Through most of my time gaming, I’ve only every experienced issues like this with indie games. The first of which being AffordaGolf Online, my first-ever shit indie game that brought up this issue.
My computer specs are as follows:
ASUS ROG Strix G15DK Ryzen 7 5800X

  • Processor: AMD Ryzen™ 7-5800X
  • Installed RAM Size: 8GB DDR4 SO-DIMM
  • Graphics: NVIDIA® GeForce® RTX3070
  • Storage: SSD – 256GB, HDD 2TB

Why is this relevant?
Well on Steam, it so nicely shows the required specs of your PC to be able to handle said game. For AffordaGolf Online, it seemed as though I was going to swimmingly breeze through the game and have no problems with my GPU whatsoever.

AffordaGolf

But no! AffordaGolf drags my GPU through the dirt and slaps it across the face, and with no option to turn any graphics up nor down, it fucked the rest of my stream for the day.
Why, when I have four times the RAM required for indie games, does it shit itself so hard?

Fast-forward a lot of time to my first-ever reviews, grabbing indie games from Keymailer and just taking what I can get. JRPGs, platformers, side scrollers… Anything I can get my hands on that I won’t experience motion sickness playing, give me it all because I want it all.
I came across a game called Rent’s Due: The Game (wow great name, where’d you find that?), and I ran into the same issue. Despite having over both the minimum and the recommended “everything” I am still suffering greatly for playing this game. Dragging my PC through the swamp like a horse for it to eventually sink into the mud as I cry over the sinkhole. Why? Why does this keep happening to me? Why is it only these indie games? And specifically the ones that I either can’t change the settings on or when I do “change the settings” it looks like it does fuck all?

Minimum and Recommended For Rent’s Due (Why is it so high tho lmao)

It became apparent to me after loading up Super Clown, that these indie games all have a few things in common, some of which I listed above.
The lack of having an option to change the graphical settings, or when you do change the graphical settings, it seems not to have any effect.
Another thing however that one of my chatters pointed out to me at the time was the possibility of the game being fully rendered, all at the one time behind the menu-page, not having the levels in a separate instance. When you load up these games, you’re running it all, all the game, all at the same time, even if you can’t see it.
All of these games feature the same visual elements too, either low-poly or cheap looking assets. All with such shiny, shiny surfaces, with Play-Doh features and garishly bright colours and conflict with each other.

Unreal Engine.
Unreal Engine is what these games have in common, and to a lesser extent, Unity as well. While giving people an easy way to make games and making it so “anything is possible!” and give everyone the keys to making games. I much have to agree with Ego when he argues with Guesteu that not just “Anyone Can Cook.”, in Ratatouille. He does continue to go on about how “…a great artist can come from anywhere…” and something about it being much more moving and recognisable if the artist has come from “humble beginnings” which is certainly true. It’s something, a lot of us who play indie games want, that’s why Stardew Valley and Unturned were such huge hitters.
What we get landed with is mostly anything but that!
We get people selling the first-ever game that they’ve attempted to make for £10+, when it barely works and hasn’t been play-tested enough by other people (Red Cap Zombie Hunter). It’s genuinely something that needs to be worked on a lot more before it can be worth any kind of money.
We get people who know how to cheat the system, and will churn out games that have no effort in them whatsoever. Even turning to stealing assets and claiming them as their own, or taking template or sample games, not altering them and selling them as is! (Abscond)

Do you want to know what you see in the images I’ve used for this review?
You see what the developer wants you to see.
Of course, that’s what you always experience when you look at screenshots from a computer game on any platform. However, sometimes, heinous things can be hidden behind screenshots taken at a perfect angle.

When you’re looking at your lovely, smooth game that functions really well, what you want to do when putting your game on Steam is to take the best screenshots that highlight the most stunning parts of your game. The most important features or the most awe-inspiring shots that will make people say “Take my fucking money”.

When you’re adding a game to Steam, you NEED screenshots; otherwise it doesn’t let you post your game (as far as I’m aware). The developer for Super Clown needed screenshots, and as you can see already, the scenes look “okay”, they look “alright”, some are a bit “what the fuck is happening with the shading with those hills?” but it’s reasonable. This is because the rest of the game is such an empty shell. If you spin the camera around from any angle you can see the edge of the game, where the landscape falls off the map, where the ground has randomly been raised and haphazardly spray-painted the terrain. The water looks so out of sorts, appearing to be “super-duper-high def water” with the rest of the map looking like it was made from Magic Sand.

In the first-ever level of this game, you spawn on this plateau where there are at least TWELVE help signs that tell you what to do, or how to do things. For each one, you need to press the interact button but THEN click on the exit window. This is while the world is NOT paused, and you can be attacked by little COVID-19 spores that were placed very close to your character.
Upon dying, you respawn, but the enemy positioning hasn’t reset, and they are right where they were before you died.
On a tutorial level, I’m immediately thrown into a really shitty situation and with no reason for it.
Random coins with weird placements that are probably to teach you what things are, with no way off the big rock other than to make a HUGE jump into the water below. This water being so shallow that I may as well belly-flop and get it over with.
Now, in the Ultra High Def Water, and the inability to change ANY settings, my PC starts levitating with the amount of work it’s having to do and with the fear for my life I “nope” out of the game.

System Requirements For Super Clown

Above all else, reiterating the fact that indie games, of all games, should not be making my computer sound as if it smokes 60 a day. I have 7 Days 2 Die, and it has a lot bigger requirements and only makes my PC sound as if it has a tickly cough on the odd occasion. There is absolutely no need for this.
There will be no pros and cons list because only the cons really matter when the vast majority of people will struggle to load this game up and play it, despite meeting the criteria.

Price: £1.69
Time To Complete: N/A
Achievements: 72
Cards: No
Worth The Money: Even with it being on sale for £0.40, I would STILL not recommend this to anyone.

Overall…
Yeah, just don’t bother. You probably wouldn’t be able to make it function anyway.

Zesty Rating
0 Out Of 10.
A game that looked bearable, easy enough to play, and made with leftover assets. Broken, unpolished, and lack of quality settings for shaders had my gaming PC wheezing like it was winded. Avoid.


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.

NOTE: This game is flagged as “Retry”. Due to my PC being professionally cleaned recently, I'm choosing to give most games in which I have these “Computer sounds like it's dying from the flu” complaints another go, or at least another boot up on my freshness. Bearing in mind, these games were played extremely early on in my reviewing “career” meaning my PC should've been 100% sound to play these games regardless. 

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