[LEGACY] Nightmare Never End

You wake up in your room and realize that something is very wrong. You’ve been tasked to review another horror indie game, and it already looks as if you’re going to be crying in frustration more than you are in fear.

In the last (or maybe first) review that you saw of mine, in the very first paragraph I mentioned the shovelware that has plagued Steam since Steam Greenlight was taken from us and “anything goes”. Well, here is your first example.

NMNE is a “horror” game, which in itself is correct. Any game which has the purpose of trying to scare you is indeed a horror game, but it spectacularly fails at doing so. Even trying to cut the game some slack by looking at horror sub-genres still greatly fails.

Survival horror? Yes, but either easily survivable or pure luck (based on unpredictable A.I. patterns and wall phasing).
Action Horror? Nah, not really.
Psychological Horror? It wishes, or at least it’s trying to be. It’s one of the many games where the protagonist is stuck in a coma, and it tries so hard to create this sense of dread but is entirely ruined by the next part.
Jump-Scare Horror. Which is badly done. Scares with no rhyme or rhythm. One of which, after being “scared” once, I know exactly what triggers the scare, which I then demonstrated that I knew as I had to replay the game when I got stuck.

There is no finer detail to this game. Every story aspect serves itself as it is, and it is what it is.

Pros: 

  • The game works as a game (most of the time)
  • Has grab and move physics
  • Actually made me jump (once)
  • I’m a sucker for trippy visualisations. Eyeballs coming out the walls, floating teacups, fleshy meatballs I need to stack into a bathtub? Love all that weird shit.
  • The game has a beatable threat (most of the game) but doesn’t seem too unrealistic to beat or not beat, reasonably easy.
  • You know exactly what you’re doing every time you’re faced with a “challenge” or scenario. Very self-explanatory, even though that’s probably just down to the game’s simplicity.
  • When you die, you get sent back to the last stage or beginning of the stage you’re on. Very unlike most trash indie games.

Cons:

  • I actually got stuck in the game twice, one was due to the lighting being terrible in a particular area that I couldn’t see the “solution” to the “puzzle”. The other was to do with bad A.I.
  • Grab and move physics are almost overused, to the point where I need to make bathtub meatballs a SECOND time in the game. I love weird shit but WHY. The lack of other mechanics and odd tropes hammers this almost-overuse in.
  • The game is not scary, honestly. The one scare that got me was because a bat flew into my face as I went around a corner. I didn’t even jump that much, but THAT was a proper jumpscare. The rest of which was The Rake, but like Shadowman squished up behind a door going *BSSHHHHHT* *Static Noises And Static Visual Effects*. I’m scarier behind a door making those noises.
  • The last thing that I came face to face with (whether it was the end of the game or not) was biscuit collecting??? Every time I collected a biscuit, noises, and sounds were added, enemies with AWFUL PATHING were added and it eventually killed me. Unlike the rest of the game, it did not revert me to the previous stage, it bugged and game over’d me. At this point, I’d already restarted it once, so…

Overall, this game is not great. If you want to be scared, this is not it. It seems like a first attempt at a game with minimal assets and minimal effort or people who seem to kind of know what they’re doing but don’t know how to pull shit together.

But, this is not their first game, nor their first horror rodeo. AK Studio, the publisher, and developer of this game, has made 5 games before this going back to 2019. Albeit, one of them not being horror but a Crossy Roads clone, by the look of it.

While practise is patience and practise improves things, you have to pay $100 (I believe, feel free to correct me) to publish a game on Steam. While it is completely free to publish a game on Itch.io or Game Jolt, GOG, or Gamers Gate.

I’m not saying, “TAKE YOUR TRASH AND PUT IT ELSEWHERE.” It is a better business prospect for games like this, where you can get traction and feedback without having to pay out your ass just to see if people will buy your game.

Even so, despite traction and everything, you can even have someone famous review or play your games. One of their previous games, “Ghost Stories” was obviously seen by someone quite famous on Twitch as on Nov 12th 2020 the view of the game on Twitch spiked to 4.7k. Despite that, and despite all the LOL GAME BAD = GOOD REVIEW that came from it, not much else came from it. Obviously, enough money to try it again, but it lucked out, and it probably won’t happen again.

The reason I’ve spotlighted this game in particular is for one reason. If rubbish is highlighted and praised for its stupidity, you can fool anyone into thinking that the market is successful and a feasible means of making money.

Price: £7.19
Time To Complete: N/A
Achievements: None
Cards: No
Worth The Money: Yes, play it again and again.

This game’s base price is £3.99, discounted right now at £3.19. That’s not a steal, and I doubt there will be a price suitable for the “content” that it brings. If you can get this for free, good on you, but I have no clue why you want it. Jinx from the present day here, this is ridiculous. I’m checking right now if they’ve made any updates since on this game because the base price has been raised from £3.99 to £7.19 as of a couple of days ago. Yeah, just as I thought. No official updates of patches since release in December 2021. I’m not altering the rating or anything to suit, just thought I’d chime in on this somewhere.

Zesty rating
1 Out Of 10.

A badly made, badly crafted excuse of a semi-psychological, shitty jumpscare “horror” game where discount RakeXShadowman squeezes into the most unscary, ridiculous places to scare you and defies physics just to be intimidating. 

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] Shape Shift Shaun Episode 1: Tale of the Transmogrified

When strolling through Keymailer, I often look for games I know I can play. This also means that the selection of games that I get can sometimes be rather underwhelming, or just plain shit.
The ease of getting and reviewing bad games has got me this far, being not just a smaller streamer than most, but also relatively newer to streaming, less professional and less social media savvy.
I can now just about get any game I ask for off Keymailer, assuming that it is indie, and it’s cheap enough made. So, when I saw Shape Shift Shaun, this was another game that I could easily get and play. Plus, it’s easy to make a review for a game when everything is so bad that it sticks out like a broken pinkie.

Shape Shift Shaun Episode 1: Tale of the Transmogrified, is a mouthful to say, SSSE1:TT is also ridiculous and the first gripe I have with the game is the length of the title of the game. Why does that need to be the full title? I get that you probably want to make more games in the future, but it all doesn’t need to be in the title.
Nevertheless, I’ll stop bitching about things that don’t really matter all that much.

Shape Shift Shaun is a game where you get bullied at Hallowe’en after you get a bunch of candy, then thrown down a crater that was made by a falling meteor by the bully. You and the bully are now trapped in the centre of the earth, which is reminiscent of the setup of Journey To The Centre Of The Earth or Ice Age 3: Dawn Of The Dinosaur. Inside this area, the Bully, and Shaun freak out as there’s “no food” despite only being there for like 3 minutes, which is hardly enough time to look around for food. The Bully threatens to eat Shaun’s candy, but the candy has been dropped all over the inner planet. After threatening to then eat Shaun, the Bully then eats a little red Soot Sprite that can talk and transforms into a mega-chad bully and goes on a rampage to eat more of them. Using the power of more little red soot sprites, Shaun turns into a dragon and goes on a quest to capture the Bully.

I have no idea whether this is a game for kids or not.
It’s really hard to tell.
It’s a basic platformer where you can run and jump, and you collect candy for points. You can also change into a red dragon at any time during the game to then glide and breathe fire on the enemies, effectively killing them. You also breathe fire on a multitude of obstacles to get them out of the way and progress with the level.
All the controls, bar a few, seem relatively alright and make sense concerning the global platforming controls. The only thing I didn’t like was the controls for switching forms and attacking enemies. They were close to each other and on a side of the keyboard that didn’t make sense to me. This often led me to change forms when I wanted to attack enemies.

The story itself goes on further than that, hinting towards being able to change into multiple things, but I just didn’t get that far. Despite actually feeling quite fluid and easy to control, the enemy placement and the placement of platforms, on the other hand, had me at a complete loss. Only being able to get close to the end of the level out of memory, makes me think that either it’s not a kids game, or it’s just a bad one.

Pros:

  • The game works, has no massive graphical or audio issues/glitches, and does not crash upon load or during the game.
  • Even though it’s not an old game, it has that old, cheap looking aesthetic of older games with the weird moving 3D character models in a 2D game. I hold this as a positive as it’s not entirely ugly, but certainly holds that old-world charm.
  • Everything is clear and self-explanatory, absolutely no guess-work is required to complete this game. Everything is spelt out clear as day and objectives made clear.
  • Most of the controls are the universal norm for most platformers.

Cons:

  • The story is boring, rather drab and a little ridiculous at best. Clearly overexaggerated for the comedy value. The Bully freaking out the tiny red creature talks then promptly eating it seems a little unusual.
  • The controls that are not the universal norm for platforming are very strange. It essentially has you reaching round the keyboard, but also accidentally smacking the wrong one. Despite being relatively easy otherwise, this part of the controls raises the difficulty immensely for no reason.
  • As the controls for platforming are almost perfect, the game had to fail elsewhere. This is where game design came in. The platforms are arranged so strangely that one small move can have you falling off the edge of a platform, despite the image of the platform still being under your feet. You also have to remember exactly where things are, as you can be jumping off a platform at the far right of your screen not knowing where the next platform is.
    Enemy placement as well is a tragedy. Three long and wide purple blob creatures on a tiny platform that I not only need to land on but also destroy the vines AND kill them and progress.

Price: £5.79
Time To Complete: N/A
Achievements: 15
Cards: No
Worth The Money: Nah, not really.

In conclusion, I’m still not really even sure whether this game is a kids game or not. It’s genuinely bland enough in the story department but colourful enough and revolves around sweets. It’s also easy to grasp, apart from the odd controls for switching forms and attacking. It’s a really mixed bag in terms of a game, but my audience absolutely hated it, they could’ve hated how it looked more than me. Overall, the game isn’t that bad, it’s just not really worth the money it wants as while it probably has the content and time/effort put into it for a £5.79 game, it’s just not fun.

Zesty Rating
3 Out Of 10
A boring and bland story paired with a colourful but ugly game. Lovely controlling of the platforming and has everything a platformer needs, except for a good game design. Dodgy platforms, terrible map planning and even worse enemy placement.


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] Receiver 2

I first went into Receiver 2 thinking that this was a first-person shooter game like any other, I was wrong. I’d read the blurb on how it teaches you vaguely how a vast array of guns work, in the most “This Does Not Qualify As Actual Gun Training” way as possible, but still thinking it was a progressive game.

I was also wrong.

You start off by getting this pistol, which it tells you how to fire and such in a tutorial area that’s in the construction site of a city. You’re facing off against robot turrets that have a line of sight you can see via the light it shines to see you. The light is blue when it can’t see you and promptly changes you yellow and starts firing at you when it can. Simple.
After the tutorial area, you’re then further up in a series of buildings full of machine gun turrets, learning how to use the next gun, killing more machine gun turrets, and finding cassette tapes.

From here on, the game is samey, samey, samey. You get to the end of the level, you restart in a different area with a different gun. You get to the end of the level again, restart again with another different gun, more robotic turrets, blah, blah blah.
There is nothing more to this game than restarting in the same building with a different gun each time, I got through about 5 guns until I’d had enough. I’ve actually got to in a point in this review where I’m uncertain if I’ve said the same thing over and over because that’s all there is. Nothing actually… happens…

Pros:

  • The game works, not graphical issues or game breaking bugs.
  • The game feels soooo sleek and smooth, everything about the game feels fluid and responsive, and is precisely what I’d love from a first person Hitman game.
  • The setting (while the same one every single time) is 100% spot on. Everything is believable in an abandoned office building, a work in progress. It’s not a forced scene and sets a really great atmosphere.
  • The actual implementation of learning how to use different guns and them all being finicky and different was appealing. Especially when I reset once and didn’t realise that I was using a different gun, as it looked vaguely the same until I had to reload it, and it was missing one chamber.
  • It gives a sense of infinite possibility to how you can approach how to finish the “level”. Walk down any corridor, up any stairs, and shoot the turrets from any angle.

Cons:

  • While the game works sleekly, and smoothly, it does have a few weird controls for a keyboard. More akin to a console controller. Like for sprinting, you need to ferociously tap the “W” key to start sprinting, and you need to keep it up to keep sprinting. Each action for the gun, firing, reloading, emptying the chamber, opening the chamber, have all separate keys on the keyboard, which makes for a “I need to look at my fingers” moment nearly every time. Not only that, but having to forget all of that for the next gun you use on the next level.
  • The setting is the same at every level, and not in a Groundhog Day way. You get to the top of the level each time and then suddenly appear back downstairs again with a different gun. The story I uncovered within does nothing to really explain why I’m here, but I know who I am. Despite being a well polished and believable building, seeing it for the 5th time was enough to know I would rather not see it again.
  • While I loved the intricacy of using different guns, the learning of it felt clunky and somewhat forced. It lacked the situational learning that you have in most other FPS games where when the player picks up new guns it slowly lets them learn everything. In this, you’re just handed the gun and multiple controls that you’re given to remember and gives you no repetitive learning time. But at the same time, the whole game is learning time, and you don’t feel as if it’s an actual game.
  • As much as I love the whole “telling the story through the tapes and notes” feature, it becomes semi-irrelevant if you can just miss them. This was something I thought about Amnesia as well until I realised that despite seeming like an open game, it wasn’t. This game, however, is very much open, and it’s easy to miss some notes and tapes. I didn’t feel as though I were getting the full story or experience. They’d do better with the Superliminal approach of areas you have to walk through which have the story in them.

Price: £15.49
Time To Complete: 7.5 hours
Achievements: 34
Cards: 5
Worth The Money: Not At All

Overall, there is not a game for me, to the point where I wouldn’t really consider it a game. It’s a simulation (as it’s advertised) but not as much of a game as it feels it is. It’s super polished and is really intuitive to play, and honestly feels like something I’d enjoy playing if the environment/world I was in was enjoyable. It has that high levels of “I am more in control of this character than other games allow me to be” but gave me nothing to do with it. Honestly, it’s not something I can recommend to most of my friends, as they would all get bored with it much quicker than I did.
For a gun nerd who doesn’t give a shit about a story or being entertained by changing aspects of the game, this is for you.

Zesty Rating
3.5 Out Of 10
It’s got the glitz, and it’s got the glamour, but it’s got as much weight as an inflatable hammer. An empty simulation game which gives you the story in miss-able drips and drabs, and really drags when all you do is train, again and again. I apparently felt like rhyming because the itchy trigger finger sends my frustration climbing.


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] 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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