Astral Breakers is honestly a game that surprised me. While not being squeaky clean, no bugs, no issues, it’s certainly a game I enjoyed right to the end. Actually, I am considering playing it on stream to showcase its highlights and lowlights. This game is, genuinely, not bad. Anything that is bad about the game doesn’t make it unplayable, unlike some games.
There is, however, a lack of a tutorial, you find this out on your own when you have no clue what you’re doing, and you exit the campaign to look at the controls. As for the side character, the annoying star, you just skip the whole conversation because who really needs to know the story, right? And if there’s no save… Find an hour and try to speedrun it, I guess. This game is not worth its full price, but even a small discount would be good enough for you to pick up the game and enjoy this little bubble pop game.
Pros:
The music fits the theme of the game, not too loud or annoying.
Nice clean game visually.
I got to pick which star sign I started as. (Which I’m sure is completely irrelevant to the actual gameplay.)
The game plays smooth enough, and playing against the computer does get harder as you progress.
Cons:
The stupid little star thing is annoying as heck, I know it’s just the cut-scenes, but I skipped all the skippable ones after maybe two levels.
Apparently, there is no save mechanic. I played the game for 0.7 hours and got from start to finish. I know there are people who don’t have enough time for that, so it sucks you can’t save your progress in the campaign.
There is no tutorial. You’d think you wouldn’t need one! I was joining colours up all happy until I noticed I had a stack of 10 of the same colour and was wondering why it wasn’t popping. Apparently, when the flashy bubbles appear, you have to press Enter to turn them supernova, so they fill the other side with balls.
Price: £3.99 Time To Complete: N/A Achievements: None Cards: No Worth The Money: Yes, play it again and again.
Conclusion: Not quite cheap enough as I got through the game pretty quickly, I’d recommend buying when on sale but even a 25% sale would be good enough. It took about an hour for me to complete, which was probably because I had to restart it once due to the game not having a save feature. If you’re into match 3 games and are interested in giving a new one a try that has a slightly different playstyle, give this a go.
Zesty Rating 5 Out of 10
A game with an unexpected allure and purpose. It might not claim the top spot, but it carves out its own distinctive niche, offering a refreshing burst of vitality and vibrancy in an otherwise lacklustre gaming arena.
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.
Starting off with the sequel to Alwa’s Awakening, what a joy and what a delight after playing the first game. From their game in 2017 to this release in 2020, Alwa’s Legacy is one of the games that I can say visibly and thoroughly improves from the first game to the second. Nearly every point that I had made about the previous game was cleared up, rectified, and that’s always a great thing to see. As if they’ve cleared up those things that so many complained about, it means they are developers who listen, and therefore, developers to follow and trust in. (Just don’t go AAA, please, I beg.)
Despite being a little late to the party, Alwa’s Awakening was something that disappointed me, it felt like a bundle of broken promises and pandering towards those who fall for nostalgia-bait (like the Star Wars Sequels). Despite all the problems still standing, it was a legitimate game and cared about its matters. It stood the test of time for another game to be made and was still good enough to get a mixed rating. It was always a surprise for me to pick up both Alwa’s Awakening and Alwa’s Legacy on Keymailer, I had just gone through my entire 2k “maybe-list” (steam wishlist) and had no idea what to expect. Playing Awakening later had me hesitant to play Legacy, I will admit. I remembered my draining experience (further worsened by playing another bad game beforehand, I will admit.) and put off playing Legacy as long as I could. Now, playing it, I realise how silly it was to just assume that those same aspects that I loathed from the game would carry over.
Because it didn’t. Hence, why this review will be a comparison.
“Most of the platforming requires pixel perfect jumping. I found the platforming some of the easiest to control out of all the games I’ve received from Keymailer, but it takes the happiness of finally having that away from me when showing me the platforms. Granted, not all the jumps are hazardous, death traps, but the ones that are the furthest away from the checkpoint always are, and it hurt my soul.” ~ (Alwa’s Awakening Review) My soul has been healed. This game still requires some amount of “pixel perfect jumping”, which I would say most platformers need for it to not just be a walk in the park, but in this sense, all the jumping and platforms made sense. Everything made sense. I didn’t feel as if I needed to lean to the side “IRL” (in real life) to make every jump, it was smooth and nurturing but wasn’t afraid to let you fall if you fucked up. The death traps and such are placed appropriately within great consideration of where your last checkpoint was, nothing too unrealistic at all and very considerate while still making it challenging.
“Speaking of checkpoints, Red Cap Zombie Hunter, eat your heart out because you have NOTHING on the placement of these checkpoints when it comes to distance. The placement overall of the checkpoints is actually fine and is nowhere near the randomness that Red Cap does with their haphazard tornado lightshows, but the distance is actually heart-breaking and forced me to recline in my chair for a few minutes on multiple occasions.” Red Cap Zombie Hunter…. Bro this is how you do it. It’s not about putting checkpoints, it’s about listening to criticism, taking it on board,and not having a hissy fit because people are finding problems with your game. Legacy took the absolutely atrocious checkpoint spacing of Awakening and improved TENFOLD on it. There was almost a point that I thought there were too many, but after unlocking new dangers I realised that checkpoints were necessary everywhere that they were. The game had become a lot more difficult, but at the same time a lot more achievable without throwing your hands up in rage, and it’s all due to the checkpoint placements.
“So if it wasn’t for the amount of dying I was doing sending me back, I also have to do A LOT of backtracking as well. I know it was very common in most older platformers, but with everything combined I genuinely felt as if I was losing the will to live, passing the same area so many times with nothing to gain from it. I only found out that there were quicker ways of going around things, like hidden walls/doors/ceilings/floors, yet I wasn’t to know as they looked the same as everything else!” Okay, so apart from the one place that I got completely lost looking for an old woman who was the key to me moving on in the game… Once again, such a big improvement. The maps are the same way, in which you could easily get a bit lost, or a bit turned around looking for the way you need to go, but it’s different! The rooms are a tad smaller, they look better, they matter just a bit more. Not only that, but the way that you traverse the map is a lot different too. Many rooms are “one-way” making you a tad nervous as you can’t get back, but then, boom, you get your little power to summon a cube out of nowhere, and you can get back now! Every room and direction is much more purposeful, with fewer dead ends. You can only wander down a route if you have the right powers to do so. No backtracking because you went the wrong way. I still haven’t found any hidden walls/floors/ceilings/doors but seen as this game was a lot more enjoyable than the last, I might go back to it.
“As if backtracking and losing progress to things wasn’t enough, your character is also very slow in comparison to big empty and expanding rooms with not much filling them but maybe one or two measly enemies which will be super stingy about their drops.” I’m trying so hard not to write vocalised expressions of satisfaction, just thinking back to the change on just how smooth the character is when walking… Your character is faster, smoother at walking, jumps are more responsive and rooms are not big and empty. Everything is fucking tight and fluid, and it’s lovely. I’m not so mad about enemies being stingy with heart drops because my slow-ass isn’t being grabbed as much any more, I’m not getting bored in a room, I’m not actually getting lost or having to backtrack as much. It’s honestly just “mmmmmmm”, as a change from one game to the other, it’s honestly a great feeling, almost as if I’m gliding with each step. (Not to be mistaken for the character being slippery when walking, the character is very much rooted it’s just the change is that blissful)
It’s honestly a great experience, and not just the game itself, but the rise from complaint ridden game to game I genuinely have only small complaints for. — I still don’t really know the story, but that also seems unimportant. — I got lost trying to find the old woman because I didn’t realise I could jump through the big orange column, as it literally looked like a wall. — I don’t understand if I can swim? Or how to swim? Or if it’s a special power I’m missing.
But besides that, take all my positive comments from the previous game, smack them in this review and add some sparkle. “The art style is cute and nostalgic with appropriate colour palettes, nothing is ugly or “meh” to look at.” This, but without my apathetic language. The colours are now popping, and while the style of the game is still very much the same, there have been some tweaks to let things pop so much more and be more attractive to the eye. “The music fits the purpose. It’s chiptune and 8-bit, and most soundtracks fit the appropriate setting they are put in. Boss battle areas seem to lack a little, but most of the others are great.” Likewise, the soundtracks are a lot better, but I still have the same gripe about boss battle tunes, sometimes they don’t actually exist at all, which makes me wonder if it’s actually a boss battle, but on the game goes anyway. “There are NPCs all over the map that all have some sort of dialogue (whether relevant or not) which really brings a bit more life to the otherwise empty feeling game.” The NPCs are so much more real now, they look better, they have better, more believable dialogue and just genuinely, overall feel so much better. Despite me still not knowing what the fuck is going on within the game, everything reads so much better and has me a lot more invested than what I was with the last game.
“The powers learned by the protagonist within the game (specifically the first one where you summon cubes) were generally surprising to me and a lot more refreshing than the generic powerups most games would give you to get around obstacles.” Same as above, I don’t think the powers have changed much since the last game (since I didn’t actually get all that far in Awakening) but it’s still such a refreshing premise on superpowers. Replacing your typical double jump with something different that allows you to mostly get the same desired effect. “Not all enemies are the same one. There are different enemies and also different variations of the same enemies that take more hits to kill. That and the bosses are interesting and while not outstanding or grandiose were still a nice bunch of pixels.” Oh my god, this, but so much more. Yes, the staple enemy to this game is skeletons, but within the first minutes of this game, it shows you so much more. Hidden behind a door you can’t open, in the first area with the old woman, are so many new creatures. You get hit with skeletons at the start, but later on, there’s flower demons, and evil flowers and moving statues and… It’s just great, and the art style switch I think was also key to making these guys look wonderful too. It gives you such a better grasp early on of how much this world has to offer.
Price: £13.99 Time To Complete: 9 Hours Achievements: 24 Cards: No Worth The Money: Maybe. It’s almost always on discount, however, so a definite yes on discount.
Overall, this game is so much better than its predecessor, and it strongly suggests that they listen to their fanbase/community/players. From what I can see in the reviews for this one, compared to the last game, there is so much more positivity towards the game and the developers and a genuine want for a third game. It’s not a game I would play on stream and something I’d pick up in my downtime (if I let such a thing exist) and complete casually in my own time. I recommend, if you have both Awakening and Legacy, play Awakening first just to make yourself love Legacy all that much more.
Zesty Rating 9 Out Of 10. A remarkable difference from the previous game. Improved in all aspects and actually a joy to play. Smooth characters and amazing game design. Diverse enemies and not frustrating to play, but provides a worthy challenge. Massive improvement.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented.
Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred.
I look forward to writing for you all again.
I am an avid lover of horror games, ever since way back in 2012 I found Markiplier’s first ever SCP – Containment Breach video, where he had streamed his very first interaction with the game. Since then, I was a regular watcher of not just his content, but horror game content in general. Watching people play Cry of Fear and Resident Evil games. I remember specifically going onto Wikipedia and searching “All Horror Games” and looking at each one of them on YouTube to find playthroughs of them all, because at the time I was limited to my Xbox and Xbox360 which never had “a lot” of horror games despite having things like Dead Space.
From there to here, I’ve had an obsession with horror games, having now got a PC and not just having the full extent of Steam to explore, but GOG and Epic Games Store (despite Epic Game Store being quite barren apart from their exclusives IMO). Not just that but sites like Itch.io and Gamejolt where people upload their creations, and you can access them for free most of the time.
So, when it comes to Keymailer, the moment I see a horror game, I throw myself at it. Fisherman’s House is no different to that, I threw myself right on that game hoping that by the looks of it, it was another Granny game. While I was correct, it was not only a complete rip-off of Granny while also completely failing to do what Granny did.
Fisherman’s House is a game where you don’t wake up in your own room, or your own house. Spend the best of 5 minutes at the start, looking for your torch because it’s very obscurely placed in your room, while being groaned at from whatever direction the “Fisherman” is. From there, you will wander around the house aimlessly looking for what you can assume is a means of escape, finding various things such as a generator you need to get working, a sledgehammer, a crowbar, and a paddle. You need to figure out how all of these things fit together in order for you to escape not only the house but the vicinity as well.
The items used in the game are set out the exact same way from Granny, which is not too bad, Granny however has sequels where the mechanics and gameplay have been massively improved on. However, Fisherman’s House falls flat in the entirety of the rest of the game. Where other games have tension and add fear, Fisherman’s House does not build on it, nor does it add any. You are pretty much always being chased when you’re close to the guy, walking slowly does nothing, nor does losing him in a loop, he will always know where you are when you come within a certain distance of him. Once you realise that there is no consequence for getting caught, the game crumbles. I was caught for the first time very quickly into the game, as that’s how I deal with my games, the first try is always to test your limit, test the enemy and see what you’re up against. I was jump-scared, despite already knowing the Fisherman was running right at me, then left. The Fisherman just left me, exactly where I was, after saying (not literally) “Ooga-booga” in my face and running away. There was no sign of me being injured or my character suffering from acute shock that they needed to recover from, I was free to move again immediately.
Is this game possible to win and finish? Yes, I do not doubt it. The A.I. may flip dramatically between extremely stupid and constantly on your tail, but this game is simple enough to beat. However, it’s more of a test of whether you can be bothered or not to actually finish it due to the lack of fun and fear. Did I finish it? No, after completing the game nearly halfway, I got extremely bored and leaned into my audience at the time questioning whether you can really die in the game or not, considering I seemed to have no consequence of being caught. The answer was “Yes”, I could die, but only after I’d been caught at least 7 times. At that point, after the Fisherman ran away from me after catching me, I ended up chasing him, to find he always “restarts” his behaviour in the same area, right outside the attic. Lazy A.I. programming.
Pros:
The game works, has no visual or audio bugs from what I’ve found
The starting atmosphere is genuinely unnerving, and the first sighting of the “ghost” Fisherman is actually really good for what it is.
The actual level design is okay, it feels like a believable house with lots of floors. Maybe not your standard British house, mind you, but I’ve definitely seen layouts similar to this in big American country estates.
The item placement being random gives a good level of difficulty to the game, not just being able to go to where you know everything is, proving a challenge that every instance of the object placement will be different each game.
The game provides loops and hiding spaces very frequently to avoid the Fisherman, letting you (in theory) manoeuvre around with ease.
Cons:
The atmosphere completely disappears, however, after your first encounter with the Fisherman, as nothing happens. You get a spook and that’s it. The atmosphere and the sight of the Fisherman does nothing anymore as the stakes are not high enough.
No consequences are where this game fails massively, as said before it takes away everything this game builds up and doesn’t even give you a slap on the wrist for being caught. I was caught at least seven times before I actually died. There was no “You have a boo-boo from being caught” or “You’re now so close to death that the next capture will make you die.”, absolutely nothing to hint to the player that being caught is bad, just endless chasing and jump-scares.
The A.I. for this game is horrible, as said before, once you got into the vicinity of the Fisherman he would “just know” you’re there. In a game like Granny, it made sense as Granny is visually impaired yet has enhanced hearing, the entire floor of the game either being covered in something like glass or twigs, or the floorboards being squeaky. Fisherman’s House offers absolutely none of this and resorts to just chasing you when you’re in range. This doesn’t cause as many you, many you problems as you might think however, as the Fisherman constantly walks into walls and even if you hide while he’s looking right at you, he’ll treat you as if you’ve just disappeared, even if you’re shining your torch right in his face from under the futon.
While RNG creates an amazing aptitude for challenge, it can also really take away from the game if applied incorrectly. Developers not taking into account what bigger items like the “generator” looking like in the same place as the crowbar, making the graphic glitch uncontrollably, is something that may have happened. Or maybe just the fact that items randomly move around the house to places you’d never consider keeping those things, but it’s a game, why should things make sense?
Some items are broken, I believe, as during my playthrough there were named items such as the “crowbar” that I couldn’t pick up, despite seeing in the trailer that you can utilise that tool. It seems to be a persistent problem within this game.
Price: £3.99 Time To Complete: N/A (Could probably speedrun it 10 min) Achievements: 7 Cards: None Worth The Money: No, as cheap as it is, I’d rather play Granny at the exact same price.
Overall, this game is a shadow of the game it draws inspiration from. While it does all the same things as the role-model game, it does them in a more lacklustre way, lacking in nearly every aspect in comparison. While I can appreciate that this is the developer’s first game (on Steam), Granny was also a “Dev’s First” game as well, and it’s significantly better at what it does, while also being the exact same price as Fisherman’s House. Fisherman’s House is just another one of the Granny clone games that come with the flood of the game’s popularity, as soon as a game/show gets popular you can sit back and shake your head while you watch the cheap rehashes and clones appear everywhere. This game is no different.
Zesty Rating 2 Out Of 10. When a game becomes popular, you’re hit with a wave of copies and shameless rip-offs, this is one of them. Literally the same price as all the Granny games, just go and play that instead. Bland, boring and not scary after the first encounter. Just another RNG-based, find-em-all to find-a-way-out, best to be ignored.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.
NOTE: This game is flagged as “Retry”.
Back ages ago, I played a game called Pacify with one of my old buddies on her stream. She absolutely crapped herself, while I remained completely calm for most of the game. Also, under-reacting to the ghost chasing me, which led to my friend getting more of a fright due to “…oh” not being much of a hint of “We should run.”
Hidden Shelter immediately reminded me of this game, but not in a good way.
Hidden Shelter is a game where you and your 3 buddies are in a car driving somewhere, the car crashes and one of your buddies seem to walk off on their own into the woods that the car tumbled into. From here, you and your wuss of a friend (whom both of you have no “inside voices”) venture off from the wreck of the car to find the lost friend. You come across a spooky mansion in the neck of the woods with its lights on and the door unlocked, the wuss character rightfully asks if it’s okay to “just go in without permission”, which your character swiftly disregards. Entering the mansion, the pair think it’s a great idea to walk around shouting and yelling, eventually believing that there’s no one there and start walking around looking for their friend.
From here is where the game turns from interesting, with it’s rendered cutscenes and spooky atmosphere, and flops completely. This game is now a mess of unhinted mini-cutscenes, which will not activate until you get close enough to an object. This in turn forces you to rub your balls on every possible piece of furniture and anything that looks vaguely intriguing to see if it triggers one. There was a point where I had been around the entire house around 3 times, looking for something, anything, and accidentally triggered a mini-cutscene that offered nothing to the game by standing next to a plain stool. It’s, honest-to-god, bullshit.
The reason Pacify comes to mind when thinking about this game is due to the fact that every door in this damn mansion is locked. Big Wuss actually comments on with “Why would you lock every door in the house you live in?”. I wonder why, Big Wuss, I wonder why… Not only this but everything is such a needless trek, why oh why do I need to find this key, to open this door, to find another key which opens this door, to find another key to open this door which helps me un-barricade another door which leads back to the main room? In Pacify, it was fun, okay? In Pacify we were being chased constantly, and the key finding was a race of sorts. Finding the keys was crucial to our survival and if one of us died during finding the keys, we had to be so much quicker to find the rest! If we slacked on finding the living room key which allowed us to find the bedroom key, which in turn led to us finding the attic key which gave us the basement key, we wouldn’t be able to open the door to the room in the basement that allows you to revive! It was the rush, the panic, and the intensity that made Pacify work for that stupid “domino of keys” formula that it used.
Hidden Shelter has none of this. It has no presence after the first few scenes and atmosphere changes.
There are encounters with a ghost, of sorts, which makes use of the 3D objects which have gravity by throwing them at you or using its weird wind powers to make things get in your way as you run. My first gripe with the monster, or whatever it is, is that it’s odd wind power is complete bogus. I’m pretty sure that on death, the physical objects that get thrown around do not reset, either that or the peculiar wind powers randomly chucks things around meaning that whether things get under my feet are not is just luck. This causes me to get caught a lot, but being completely out of my control. The lighting in the game is terrible, so I cannot see if anything is actually on the floor to trip me up, and sometimes I can’t see where I’m going. But, what fucks things up the most is that instead of doing the regular thing that games do and let players make their own mistakes, if the player goes the wrong way during a chase they are immediately caught. For example, in the kitchen scene, I was chased by the monster. I ran out through the corridor and ran into the dead end as per usual out of panic and general… Directional confusion… Correcting myself and running out of the right door, I spin around to try and quickly close it to attempt to slow the creature down (completely disregarding Big Wuss’ safety). Not thinking “I need to run outside because the front door will still be open.” because since when do horror games just let you run out the front door? I run for the stairs to try and maybe find a closet, so I can hide Ao Oni style, but as soon as my foot touches the stairs I get pulled into the mandatory death cutscene. Okay, so perhaps my fumbling in the dead end is what fucked me up there, okay… Let’s try again. Next time, I went straight out of the right door and went straight for the stairs. Mandatory jumpscare again. I tried this a few times, believing that it was me, and if I was just fast enough I could probably make it. It was only when someone in my Twitch chat at the time suggested that I ran outside instead, I actually survived. Not only was this monster not fast at all, but even after tripping on boxes and then waiting in the hallway to test the theory, slowly activating the stairs’ death was it clear that, yes, this is indeed bullshit.
There is obviously much more to this game than what I played through. After wandering through the entire house, clicking on all the doors to find that 3/4 doors gave me the “This Door Is Locked” response, the rest having nothing to say at all, I’d rather not continue. That and that I had to quit the game due to what I found was a checkpoint trap. The ghost had chased me into a room (which was scripted, as if you try to run the wrong way then you get “auto-deaded”) and you’re given no clue what to do in the room but “escape”. Doors were bugged closed from what I could tell, and there was no other way to escape, so I had to quit the game.
Pros:
The game works, and has no graphical or audio bugs from what I can tell.
The game is fully voice acted, which adds a nice feeling of effort put into the game, which most indie horror lacks (from what I’ve played recently).
The game tries hard to convey the feeling that Amnesia brings with its puzzle-like environment and room unlocking.
Big Wuss (secondary character) addresses a lot of the common horror tropes in his questioning of the mansion and the main character’s actions, which is honestly a big plus for me, as I love it when idiotic shit is called out on.
The atmosphere at the start of the game is eerie and actually draws you in, especially with the addition of the rendered cutscene, which adds some intensity as well.
Cons:
Despite having no graphical or audio bugs, the game does suffer from game-breaking glitches and game-cues not activating. A part I got soft-locked in was exiting through the conservatory door in the kitchen, not allowing us to leave. Due to the horrible A.I. pathing the monster couldn’t figure out how to get round the corner of the corridor.
Effort and trying your best to draw inspiration from games is something I can admire. However, despite all the effort put into a game, it doesn’t save it from falling flat at the hurdle it tried so hard to create and jump over. This game tries to feel like Amnesia (I’m not sure if it drew inspiration from it or not, but it’s the closest I can relate it to) but fails considerably at the start of the game. Lost is the atmosphere and intensity with the meaningless wandering, unthreatening monster and lack of actual puzzles.
All the notes that are scattered around the mansion are completely incoherent and do nothing to service the story, atmosphere, or the mood. They don’t help progress anything, offer any combination to locked doors, provide hints, or even really provide any interest whatsoever.
The A.I. pathing is terrible. When you’re doing maths in school, you learn about a certain way to calculate things according to maps, distances and real life where there are buildings and walls you need to walk around, completely erasing A to B values. You need to maybe need to include C as well if you need to turn a sharp corner or additional other points if you’re avoiding something. The monster however (from the best I can tell) still uses A to B tracking, leading to it walking into walls as it tries to follow you. Going as far as getting itself stuck if you’re fast enough to run down a corridor and turn a corner.
The lighting is terrible… I wouldn’t list this as a graphical issue/error as I believe that it’s intentional, but god-damn, things are so dark, and you hardly have any light. Sometimes when Big Wuss walks up behind you, and you see him out the corner of your eye, it’s like an oil/tar rendition of the blob monster.
The optimisation of the game is terrible as well. When starting up the game I almost cried a little as for the past couple of times I’ve been reviewing games it’s been sucking up a lot of RAM due to unoptimised shaders. The menu was the worst by far, taking up a lot, but when starting the game it got better. However, I still had to lower the settings a bit due to me running on a lovely 30fps with full quality despite my fully capable PC.
The game gives you no room to fail naturally, if you go the wrong way within the game you’re given a game over jumpscare immediately. It makes sense for JRPGs maybe, but for a game like this (where we’ve already walked up and down that staircase 4 times trying to figure out what to do) there is no justification for it. The A.I. is weak, yes, but at least let the player wander around with the blaring chase music wondering where to go until they get caught or, even better, realise they need to leave the building.
Quick note: all images that I am using in this review are all areas that I have seen, but also picked to highlight just how bad the lighting in this game is. There are better pictures of this game (mainly the one used as the very first screenshot the player sees when looking at this game on Steam to create the false illusion that the game will always look like this) which I will show, but the rest/most of the game just looks like all the pictures above.
I tend to always use only areas that I’ve seen in the game to use in the reviews as it, sort of, concludes my experience. My experience was infinite darkness and weak jumpscares.
Price: £2.99. Previously £7.19 Time To Complete: N/A Achievements: 12 Cards: None Worth The Money: If the game worked, possibly. Because it soft-locked for me, no, not at all.
In conclusion, this game is a product of what happens when two inspired devs take on the role of making a big horror game with inspiration from big games titles and bit off more than they can chew. I feel bad saying that, honestly, but it’s a case of too much being focused on one thing and not in another. A lot of time and effort spent building the area, flooded with ideas and then creating that surprisingly great cutscene, to then flop on the execution. A restrained gameplay, a weak atmosphere after all pouring their work into building it up, and a drab way to execute initial puzzles and consecutive door unlocking. At its price right now, it would be great for the more lenient and less critical horror game enjoyer to play, but due to bugs and game soft-locks, I’d tell most to avoid it.
Zesty Rating 2.5 Out Of 10. Apples that you bought last week but never touched, but now you need to eat them because you bought them. A game with effort from a small dev team. Inspired from bigger games, but lacks at the execution. Bad A.I. pathing, lighting and lack of atmosphere after the initial introduction. I honestly prefer collecting coins to collecting the keys to all these locked doors.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.
NOTE: This game is flagged as “Retry”.
“Load game Confused immediately Walk outside No directive Get punched by slappy the dummy Uninstall game 10/10”
Once again, another horror game that I was excited to play, once again another horror game that I have uninstalled and will never touch again.
Keymailer once again has supplied me with what I thought was going to be the next Kraven Manor, spooky mannequin-esque looking art puppets, littered around an abandoned and ruined town/village. Instead, what was delivered in this game was a walking simulator where you pick up pieces of paper with information and listen to a radio. I say this because I didn’t get much further than the first area of this game; after having to play through the first area 3 times, I was almost already done.
You start off with the typical horror cliché of waking up somewhere that’s not your bed, I have nothing wrong with this cliché, I just have to point it out. From here you get a torch and are told to leave the room, I, however, could see nothing as when it had told me to grab a battery and to replace it, it was extremely lacking on the part of telling me how to actually “do the thing”.
Restart the game to try again.
Once again waking up, paying SUPER close attention to the instructions and picking up the battery, once again I stand right in front of the door that I assume I will be exiting the building via before my battery runs out. Assuming that this area, considering it was literally a wall of windows and the door itself had windows, maybe I’d be able to see? Nope, the lighting in this game is terrible. And again, paying close attention to the instruction did me no service, the battery would not change in the torch, the light went out, and the door would not open. I got understandably irritated and started jumping everywhere around the room I was currently locked in, completely blind due to the lack of battery changing, and managed to glitch myself into a bed.
Restart.
Zoom, up out of bed I got, I picked up that battery and I looked everywhere. Anything, anything, have I missed anything at all???. I found nothing, it was only that one battery and only that one door, and as the torch started to fail on me, I did what I had before and darted back over to that door. All this time, in all my “playthroughs” the music had been unnecessarily suspenseful, like the darkness was dawning on me, trying to eat me, but as much as I would’ve blamed it on my inability to change the battery it’s my 3rd attempt, the music is not phasing me any more and is actually annoying me.
The light went out, and I stood at the door, I reclined back in my chair, defeated. Gaining back some will to play, I pressed every button on my keyboard to no avail. My chat pointing out to me that the game was bad, all I can manage is a cynical and snarky “Yes, yes it is…”.
So once again I let out my frustration on the game, this time by pressing my “R” key just about as hard and fast as someone trying to take over their local Pokémon Gym on Pokémon Go, but with just a sprinkle of hate. And suddenly, on maybe one of the longer pushes, or perhaps it needed to be hated, it worked. Wow, amazing.
Okay, so I’m out now. What do I do? The game has completely no directive or incentive to do something and has you aimlessly wander around gawking at things that aren’t scary (perhaps for people who’re afraid of mannequins, possibly…) and suffer the game’s fatal attempt to create a terrifying environment.
Don’t get me wrong, this game, without all its jumpscares and loud noises and blatant attempts to be scary, is actually very eerie. The setting and the placement of the mannequins really work, the environment outside the playable area is excellent too, eerie as heck. I feel like this game has done too much in some areas and not enough in others. Trying way too hard to be scary too early and not enough on the actual playability of the game and the ease of playing.
To put it down to a tee, this game has the makings of a standard horror game. It uses tropes such as the refillable battery that has been overused since Outlast, the concept having existed before then, Outlast making every horror developer thinking they need it in their game. You don’t need it in your game for it to be a good horror game. Using wandering around with a semi-cut path for you, using the one road up the centre of the town/village to navigate your way through, finding notes with people’s personal logs and mostly irrelevant information. Only one of these notes is actually helpful, being right beside the padlock with the number combination, a little too easy, but it’s the only one that actually was relevant.
After walking around the entire village, seeing a mannequin walk all creakily, rub my groin against every fence to see if I was missing a way out to get to the big factory behind the town, parkouring into ruined buildings that had nothing in it and getting right up in every mannequin’s personal space I was then socked in the face by the very last mannequin I encountered. I’m calling him Barry. Barry socked me in the face. I’d walked past Barry before, and he was a regular mannequin, he looked as if he was having an argument with his mannequin buddies with the way he was posed, but I never went up to see what was happening before, other things took priority. On coming back to see if sticking my face in Barry’s face would advance the game any further, it initiated an in-game cutscene where he just started moving, grabbed me and socked me in the face. Rude. Oh, and to note, this restarted the entire game and all my progress was lost. Barry, who looked like every other mannequin, has the ability to kill me and my game. With no warning or “eerie music” or anything to ward me away from doing such a thing, Barry has the ability to just smite me.
Screenshot from Kraven Manor, an infinitely better mannequin horror game.
There will be no pros and cons. It’s unfair to list cons when the pros will hardly do me writing a list any justice. Especially when it will mostly just be “Game works and looks and sounds good, but that’s about it.” So onto the little chart, conclusion and rating.
Price:£3.99 (Originally £6.99) Time To Complete: N/A Achievements: None Cards: None Worth The Money: No. This game was quickly reduced to £3.99 for a reason. If worked on, I’d say it has the potential to meet being worth it’s original price, but not right now.
Overall, this game is another one I add to the pile of games that could’ve been something great or even just “okay”, but falls so hard due to paying attention to one aspect of the game over more important aspects. With the massive potential to be another one of those great mannequin horror games that have become horror connoisseur household names, falling flat on it’s face at nearly every hurdle right off the bat. It’s honestly not worth trying to figure out how to progress to the next area.
Zesty Rating 1.5 Out Of 10. As full of flavour as that lemon I bit into at a showroom. Polystyrene. Another indie horror game that falls flat at every hurdle it attempts right off the bat. Eerie and spooky mannequins, ruined by bad playability and trying way too hard to scare the player too early in the game. Barry slapped me good, right back to the start, so I said “nope.”.
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.
NOTE: This game is flagged as “Retry”.
DISCLAIMER: While this in my perspective is a “repost” of sorts, this review was never published on my previous place of writing. This is due to the owner of the website refraining from supporting any Russian developers because of the Russia/Ukraine war. I, myself, am making the executive decision to post this despite the war, as not “all publicity is good publicity”.
The next couple of reviews will be shovelware from (more than likely) Russian developers. These reviews are not positive, and I do not expect the negative things I say to prompt people to support these developers. Likewise, I'm aware that Russian game developers are not who are waging war on Ukraine, and countless people don't want this conflict.
Okay, so you’re probably wondering what I’m doing, reviewing a game like this. The answer is simple. The game is simple. I’ve played the game. I can make a review, so I will.
Bang Bang Fruit 2 is the sequel in a line of physics based, 2D, puzzle games, where the aim of the game is to shoot a fruit (strawberry) through the level and have it land on top of the cake. A basic premise, which as usual, is horribly implemented with very little effort.
Quantity over quality is how developers like these operate who create games like this.
This game is an extension of the sequel, which has the same concept. I’d even go as far to say that they’re probably just the same game, but I don’t think these developers would sink that low. (fingers-crossed they’re not like the devs of Abscond) However, they do jump on the all popular train of churning out easy-made games, quick throw-togethers to follow popular online memes, and hentai. Now, there’s nothing especially wrong with hentai, but when you’re able to throw out one a month, I start to wonder about the content.
Ah, battleship where if the opponent loses then they strip? Or maybe for each hit, a layer disappears. And the game previously?
*Shudder* One of those tile slider games…
Okay, so the developer of Bang Bang Fruit 2 mass produce things, but it’s not plagiarism, despite being blatant shovelware. Still not completely good, but at least the game is legitimate.
The game itself is a sound concept as far as simple puzzle games go, if it were not for the failing of multiple things. Firstly, the game in itself is not the most challenging. With about 30 levels in the game, the levels are altered in different ways to produce new experiences, new obstacles and new ways of trying to think out the puzzle. All of these things, however, can be completely voided by the fact that I can just shoot for trial and error, over and over again, with no downside. You aren’t concerned with the puzzles after a while, but it probably takes the same amount of time to shoot the fruit at the cake with this random chance. Things are altered, but not in such a way that continues to make it interesting. Colours are changed, backgrounds are different and that’s about it, asides from the new obstacles. The new obstacles being few and far between and not really engaging in raising the difficulty at all. I’ve actually found, myself, that on a few of the maps that encourage you to use the new mechanisms added, you can actually just fire the fruit regularly and pass the level.
Any difficulty experienced in the game is down to the horrible level design and weird physics.
So, how are the physics odd? They are not entirely. The fruit uses generic (non-bouncy)ball physics for the most part, acting like a lead sphere most of the time. Fruit does not bounce, but I’m sure at the velocity that it would achieve after being shot out of a cannon would give it enough energy to not act as flat as Amber Heard’s acting.
Once you have wrapped your head round that part of the physics, the cake itself is an entirely different demon. It has its own peculiar sense of gravity that is made so that when your fruit hits the cake, the fruit stays on the cake. Or at least, that’s how it’s supposed to be. One of the biggest problems I had with the game was getting the god-damn fruit to stay on the god-damn cake. It sounds like a cakewalk, it was not, even with the odd gravity applied to the cake. Every so often, the unusual gravity was not enough, and I had to watch the fruit slowly roll off the cake. Why did it not stop? No one knows! But on the other hand, at times the stopping mechanism for the cake was just too good! A shot that may have been a bit risky, but would’ve completely paid off, is your worst enemy. Your fruit landing on the corner of the cake, going in the direction where if it hits the cake it would roll to the centre… Cake-Gravity says no. In fact, the cake gravity is made in the way that regardless of what direction you hit the cake from, the fruit is programmed to only roll in the one direction. Which, in the risky case, is right off the cake.
Another point to stay away from this game is the lack of save function. Any progress you make, up to any level, of any stage is not saved. If you exit this game, even after completing 90% of this game, despite there being solid level structure with definite ends and beginnings, you’ll have to play the entire thing again from scratch. This is an absolute pain in the arse, specifically to those people who bought this game to reap the achievements from them. Why are the achievements relevant? They always are, but in this context, the previous game was one of those which gave you all the achievements as soon as you opened the game. Essentially purchasing a bundle of achievements and a completed game for money, without having to put in any skill or labour into earning anything. I don’t agree with the people that support this, who actively go out and purchase games like these, just to make their perfect game / completed game count higher. There’s no merit to it besides making yourself look like a huge “sadd-o”.
Example of said person I found making a “review” for either this game or another game. With 459,245 hours playing, which equates to 52 years. This person I doubt is even in their mid-30’s. 1332 Perfect Games with a 98% completion rate. Nah.
Continuing to lead players on in the false promise of steam trading cards, targetting another gullible audience (not all steam trading card hunters are gullible) which will scoop up any game with cards or the promise of cards. Cards for this game initially were promised via the tag system that devs can use after publishing the game, and at one point had even a dialogue that hinted/alluded to cards. These were eventually taken away, but the irritation by older buyers of the game is still seen in old reviews and discussions complaining about the blatant false advertising.
Developers had later informed those asking about cards that it was no longer possible due to the actions that Steam has taken to reduce the amount of money made by fake developers by introducing a “confidence metric”.
Instead of starting to drop Trading Cards the moment they arrive on Steam, we’re going to move to a system where games don’t start to drop cards until the game has reached a confidence metric that makes it clear it’s actually being bought and played by genuine users. Once a game reaches that metric, cards will drop to all users, including all the users who’ve played the game prior to that point. So going forward, even if you play a game before it has Trading Cards, you’ll receive cards for your playtime when the developer adds cards and reaches the confidence metric.
This is a great metric, while it does nothing to stop fake developers and Steam’s quality control continues to be at an all-time low, it’s guaranteed that fake developers are making less money than what they would.
Otherwise, a few last points for this game:
The music is abysmal. It’s the same thing over and over again for the whole 20 – 30 minutes you spend playing the game.
There is only one sound (which I heard) that is when you fire the fruit from the cannon, no contact noises and no noise for when the fruit hits the cake.
The level designs are really lazy, consisting of copy-paste elements of the same standard shapes, over and over again.
What’s even more lazy is that the only thing you need to do is time your left-click right. There is no finesse to the game or requirement for any brain strain. No changing the pitch of the cannon, no adjusting the strength of the blast, no factors that you can alter at all.
The game description on the store page is “Just make a cake.” The cake is already made! You’re just putting the strawberry on top! Also, shouldn’t it be a cherry? Cherries don’t go on cakes, but the phrase is “the cherry on top”, or “the cherry on the cake”, why is it a strawberry?
Price: £0.79 Time To Complete: 38 Minutes – One Full Sitting Achievements: 36 Cards: No. Worth The Money: It’s not even worth the time I spent writing this.
Zest Rating 2 Out Of 10. As Sweet As Out-Of-Season Fruit. A cheap, nothing-more-than-template game, which adds to the clogged and oversaturated market which is Steam. Bright colours, but generally tacky. Works as a game, but that’s about it. A full 38 minutes in one sitting of your life that you’ll never get back, and you ask yourself, “Were the achievements really worth it?”
Please bear in mind that this is a repost. There have been slight changes to the post such as spelling and grammar fixes, images added, and things generally organised in the fashion I'd like them presented. Apart from that, the main context of the review has not changed, opinion has not been altered and everything is sacred. I look forward to writing for you all again.
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”.
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 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.