34 votes

I played and reviewed eleven demos from the Steam Next Fest in 24 hours. Which ones impressed you the most?

In general, I found a lot of real gems this year! The indie scene is thriving like never before, and smaller teams are being enabled by the likes of Unreal Engine to create really beautiful games on a budget. So I had a lot of free time today and yesterday, and decided to go through my discovery queue and check out a few demos. That quickly ballooned into sitting down and playing right through over a dozen demos, two of which (The Lies of P and Wizard with a Gun) I didn't get far enough into to give any coherent thoughts on. How many demos did you check out? Are there any games you're looking forward to on that basis?

The Cosmic Wheel Sisterhood: 5/5
From Deconstructeam, a Valencian studio with a strong emphasis on narrative, choice, and empowering the player to create their own art, this demo was one of the big winners for me. Gameplay revolves around conversations, VN style, but those conversations often happen in the context of you performing, essentially, tarot readings where the cards are all designed by you. I had a lovely, relaxing time making my own cards, and the challenge of interpreting them to the people around me in a way that felt… true, I guess, was memorable. There is an impressive level of responsiveness to your choices on display here, both on a micro level and, it seems, on a macro level, so I have to think that the game will be pretty replayable. My one gripe was that the dialogue felt a bit stiff and unnatural at times. The game isn’t voice-acted, and the lack of rhythm or cadence in a lot of conversations kept them from flowing well. But that said, even if individual lines of dialogue fell a bit short, placed in context, the conversations felt meaningful, engrossing, and interesting. I will be buying this on release.

Death Must Die: 4/5
I’m a sucker for the “Survivors” genre. My first experience with it preceded Vampire Survivors, the little $3 game that swept the world last year and popularized the new gameplay style; I started with the mobile game that inspired VS: Magic Survival. I had tens of hours in that game. And each subsequent entry into the genre; VS, HoloCure, 20 Minutes Til Dawn, etc., etc. have only worn me out more. These games are all the same: more enemies fill the screen; you get more autofire weapons to deal with them and dodge around to avoid contact damage. Fun for half an hour, but don’t really leave you wanting more. Death Must Die is different. Isometric rather than top-down, the combat here is all manual. You click to fire off an attack that needs to be well aimed; enemies don’t deal contact damage but instead have telegraphed attacks that you have to dodge. It feels very ARPG, actually; a bit Diablo. And the level-up system, which sees you selecting boons from different gods, is clearly inspired by Hades and offers considerably more interesting choices (so far, at least) than the usual Survivors game. Feels a lot more skill based, and a bit more build-craft-y, than usual. And I even caught a whiff of a story, though how well it’ll be executed remains to be seen. I look forward to the full release. Just wish there were more defensive options – maybe a parry?

El Paso, Elsewhere: 4/5
This is cute. A Max Payne-style third person shooter that’s well written in a surreal, noir sort of way; corny enough to be delightful; dark enough to maintain the tension. Visually, it’s a low res, low poly callback to the PS1 era. The gameplay is pretty tough; I didn’t finish the demo, but I imagine it would be a lot of fun to master. I’m keeping my eye on this one, even if it’s not my usual type of game. A special callout: there are biblically accurate angel enemies in this game, which makes me a very happy woman.

Escape from Mystwood Mansion: 3/5
I like escape rooms, and this demo is just a well-constructed escape room – actually, it skews very closely to the types of puzzles and mechanics I’ve come to expect from physical escape rooms. I’m not sure if that’s a good thing or a bad thing; I do wish the game used its medium to get a little more wild with it. But the puzzles were generally pretty well constructed and offered a few fun “aha!” moments when I solved them, and I didn’t need to look at a walkthrough or lean on hints to get through. That said, the hints that I did use were pretty lackluster, and in one case, actually wrong, so that system needs some revision. Some of the sound design got a bit grating, too. I don’t know. Were this a co-op experience I’d probably like it a bit more. The appeal of an escape room is the excitement of solving it with a friend, and there are certainly enough self-contained puzzle sequences here to support that. But no; Mystwood Mansion is a solo experience, and I’m not sure if it’ll be that fun to solve multiple predictable escape rooms alone, staring at a computer screen.

The Invincible: 3/5
I am of two minds about The Invincible. This game is an atompunk sci-fi walking sim adapted from a novel (my roommate tells me) by Stanislaw Lem, and so, suitably, what we have in this demo is a slice of high-concept sci-fi steeped in personal stakes. I have a hard time thinking of anything bad to say about this game. It looks good, runs well, has an interesting story that left me wanting more. And yet, one day after playing it, I just do not want to pick the game up again. I suppose part of it was the pace. Some of the best walking sims – What Remains of Edith Finch – tell incredible stories in the space of two hours. Meanwhile this demo was 40 minutes long and felt like only a small piece of some grand, sprawling story. Environments are huge and your walking speed is pretty slow, so there’s a lot of time between set pieces where your character is just having headaches or struggling to breathe, which really wore me down. I can’t imagine playing this game for 10 hours; 5 might be pushing it. It’s not super tempting when I could just read the book.

Loodlenaut: 2/5
Oh boy, Loodlenaut. Where to begin. Okay, so, I actually like this game. It’s pretty, and relaxing; an ocean exploration game where your job is to clean up trash, rescue wildlife, and climb the tech tree. I have played through the entire demo, done everything there is to do, which took about an hour. And I will absolutely not be playing the full game. If you’ve played Powerwash Simulator, you know how satisfying it can be to get rid of muck and watch a meter climb up to 100% clean, and Loodlenaut scratches a similar itch. The problem here is that the game feels so clunky and limited that the frustration often outweighs the satisfaction. For example, you have a cleaning gun that picks up trash, destroys goop, and breaks boxes. But you don’t aim the gun, the game does, and it’s not really based on where you're facing or what you're closest to so much as it is on the game’s capricious moods. Say you’re trying to pick up a glass bottle, but there’s a crate nearby that you can’t break yet because you don’t have the right upgrade. Well, Loodlenaut will snap the gun to the crate and repeatedly try to break it, until you wiggle around enough to get it to change its mind and pick up the bottle. Wielding the gun is a constant frustration, as is sluggishly moving through the ocean. Your swim speed is slow, and your boost recharges slowly, so going back and forth between central base and the area you’re cleaning – something you have to do pretty frequently – takes what feels like an eternity until you sink lots of resources into infrastructure. None of this is a bad idea – incentivising players to craft boost rings to improve traversal is a good idea; auto-targeting is more comfortable than aiming on a controller – it’s just these systems are poorly implemented, which leads to frustration.

Luna Abyss: 5/5
Luna Abyss is a fucking wild demo. I downloaded it because the game’s description used they/them pronouns for its protagonist. I had no idea what I was getting into. So, okay, the best comparison I have for this game is to Returnal. Like that game, Luna Abyss is a high-production value 3D shooter where hitting your shots is easy, and the difficulty comes from avoiding the attacks of bullet-hell style enemies. And like Returnal, it has a strange, unsettling atmosphere, tight movement, and punchy, satisfying guns. Of course, Luna Abyss isn’t a roguelike, and it appears much more straightforward with its story beats so far. I don’t know, I’m having a hard time capturing what makes this game so great. Let’s start with the world, which is bleak and dark and oppressive. You run through cavernous metal structures, all black and grey, lit in harsh red. Enormous metal pipes twist and curl and embrace each other like enormous, mechanical intestines, and you run across them to get to your next objective. This place was not designed for you, and you feel that so clearly as you traverse it. You jump off the pipes and enter into combat, where a generous aim assist ensures that all your shots will hit. But there are a couple of enemy types to prioritize. You fire your shieldbreaker at a flying enemy, killing it, and time slows to a crawl, increasing the impact of the shot and giving you a tiny moment of respite to see what bullets you’ll have to dodge and decide what enemy you should prioritize next. A miniboss spawns in, grinning facelessly, and releases a flower of projectiles. You sprint and jump and dodge and you keep firing until she’s dead. The room is clear, and the demo is over, and your screen is awash with the bright, striking red of the UI. “Thanks for playing,” it says. I felt like I should be thanking it, instead.
It’s impossible to say, at this juncture, whether the game will be good. The crumbs of story were certainly engrossing; the combat fun; the world, striking. At the very least, Luna Abyss looks like it will be one of the most interesting and unique games of the year, whenever it comes out. I can’t wait.

Sea of Stars: 3/5
This one is alright. The world is beautiful, the music peppy, the character designs good. I just honestly have not played enough turn-based isometric RPGs to compare it to anything. I did have two big disappointments: I thought the writing was a little… on-the-nose, I guess? Characters just stated their objectives and everything was pretty surface-level. Dialogue wasn’t attacking or defending, only conveying information. And while the combat was fun and had a challenging timing element, it ended with a boss who I spent like ten minutes fighting for a single attempt, used all my items, did everything I could, and still lost to in dramatic fashion with no indication I had done any real damage. My suspicion is that the boss is simply meant to be an organic end to the demo, a scripted loss, but I don’t know; if not, it probably indicates that this type of game isn’t for me, since I found it to be quite a slog.

Stray Gods: 2/5
I really wanted to like Stray Gods: The Roleplaying Musical. It is, essentially, a choice-based VN in the style of a broadway musical about ancient Greek gods struggling to live in modern society. A tantalizing premise, if a bit theatre-kid-y. But my degree is literally in theatre criticism, so I have a lot of tolerance for the genre’s usual excesses. I can’t think of another musical video game, but Stray Gods’ demo did not convince me that the idea could work. The performances aren’t the problem here; Laura Bailey is a charismatic lead with pipes good enough to carry the show, and the supporting cast of big names (Troy Baker, Felicia Day, Khary Paton) are no slouches either. But so much about this game is just not working for me. Let’s start with the sound design. This is one of those games where it feels like all the actors are recording in totally separate rooms. There’s a lot of dead air, not a lot of dynamism or one person bouncing off the other during conversation. It robs scenes of a lot of momentum and impact. And when I say “dead air,” I mean dead air. Bafflingly, the game seemingly has no room noise, no background audio, so when people aren’t talking, or music isn’t playing, everything is completely, uncannily silent. It’s genuinely weird.
The musical numbers alleviate this weirdness by filling the soundscape but do little else to pull me in. We get to see four songs in the demo; two from the opening act, two picked from later in the game. All of these songs are very similar – fugues or duets, where one character has one perspective and another character (or chorus) has another perspective, and their conflict is expressed and then resolved through song. Which is a fine structure for a song in a musical, don’t get me wrong, but it is not a fine structure for every song. Even our main character Grace’s “I Want” song, the song that establishes her, her desires, and internal landscape and should absolutely be a solo, is a duet with a woman she’s just met. It does not work. And when the game has you making dialog choices during songs, it robs them of a natural arc; there’s no organic progression from the characters’ starting points to their ending points. Some part of me hopes that this game will be good, but I’m not optimistic. Stray Gods is no Hadestown.

Vampire Hunters: 3/5
In the Death Must Die blurb, I praised that game for refining the “Survivors” genre by making tweaks that allow for more skill and expression. But fuck that. Vampire Hunters is a braver game than Death Must Die will ever be, because it dares to ask, “What if Vampire Survivors was a boomer shooter where all your guns were on screen at the same time?” The result is absolutely wild; by the end of a run, more screen space is devoted to your guns than the entire rest of the game. It feels pretty weird to play, too; all of your guns have different ammo counts and may or may not be automatic, but all fire with the same button, so it can be tough to manage all of their separate ammo pools. And XP drops have a tiny pickup radius, so you really have to move to get them all. The neatest trick the game pulls is that it increases enemy spawn rate when you sprint, so moving at a high speed carries a lot of risk. But apart from that, this game is maybe too audacious to be enjoyable.

Viewfinder: 4/5
I am not a frequent puzzle game player, but I, like most every PC gamer, have a soft spot for the kind of reality-warping sci-fi-y puzzle genre originated by Portal and carried forward by the likes of Superliminal and, now, Viewfinder. First: this game is a technical marvel. You are able to, in essence, carry around entire environments, often with a wildly different art style from the rest of the game, and place them seamlessly and instantaneously in the world. I played this at 1440p, >100 FPS with nary a stutter on my midrange system. The ability to place photos and enter them is genuinely incredible on all levels other than technical, too; it feels magical, like stepping into a painting that you yourself made. My only question, one that the demo did not answer, is whether Viewfinder will be able to construct interesting puzzles out of this mechanic. This was something that I think Superliminal often failed to do, too; when the central mechanic of your puzzles is so unique and novel and powerful, how can you limit it in such a way that players actually have to think and put in effort to solve problems? For me, at least, every puzzle in Viewfinder was solved pretty much instantly, with no “aha!” moments, and that does worry me a bit.

13 comments

  1. [4]
    Spicy_Axolotl
    Link
    I didn't get to play as many as I would have liked this time around! That being said there's a couple I really want to check out on release Heretics Fork This is a deck building strategy tower...

    I didn't get to play as many as I would have liked this time around! That being said there's a couple I really want to check out on release

    Heretics Fork
    This is a deck building strategy tower defense kind of game. Which sound alike a lot but it was easy to pick up and fun to play. Your goal is to punish the sinners in hell and stop them from escaping buy setting up and upgrading towers and garrison units. Even when I died I wanted to launch right back into another round which is a good sign for me.

    Shadow Gambit: The Cursed Crew
    Sneak around as an undead pirate with magical powers in a top down stealth strategy game! I loved the look of the game and it felt good to plan out my sneaking and take downs. I only got to one other crew mate who had completely different powers and therefore strategies than the first character, so I'm curious how missions will work with multiple crew mates! Definitely want to spend more time with this one.

    Little Kitty, Big City
    A game where you're a lost kitty exploring and doing kitty things
    Collect-a-thon vibes. I kinda assumed that I'd think this one was cute but not very fun to play but it surprised me! It was definitely cute but I found running around as a cat and doing silly little goals like collecting cans in exchange for shinies, or tripping people to steal their stuff surprisingly fun. The NPCs are charming as well, loved the tanuki. Maybe it's just nostalgia factor, but I could see myself really enjoying this as a pallate cleanser kind of game.

    6 votes
    1. [2]
      Evie
      Link Parent
      Little Kitty, Big City is one I downloaded but didn't play, for the reason you mentioned, but I'll have to keep an eye on it! From the graphics and your description it's kind of giving Untitled...

      Little Kitty, Big City is one I downloaded but didn't play, for the reason you mentioned, but I'll have to keep an eye on it! From the graphics and your description it's kind of giving Untitled Goose Game, which I enjoyed.

      Shadow Gambit looks cool, too! I love a stealth game with powers, though for me whether it works will come down to the quality of the level design. Did you get a sense of that during your playtime?

      2 votes
      1. Spicy_Axolotl
        Link Parent
        I definitely got untitled goose game vibes as well, which I also enjoyed! As for shadow Gambit I don't think I really played enough to get a great sense of level design, but the first big tutorial...

        I definitely got untitled goose game vibes as well, which I also enjoyed!

        As for shadow Gambit I don't think I really played enough to get a great sense of level design, but the first big tutorial area I thought was cool and did a good job of being a tutorial without everything explicitly being laid out for you which is a good sign I think. There was also a challenge room for the new character that I unlocked that was short but it took me a few tries to nail, but not so many it was frustrating. I have high hopes! I also haven't played a ton of games like this though, so I don't have too much to compare it to.

        1 vote
    2. valendia
      Link Parent
      Not that the premise wasn't appealing, but you've convinced me: I need to play Little Kitty, Big City. Downloading the demo now.

      Not that the premise wasn't appealing, but you've convinced me: I need to play Little Kitty, Big City. Downloading the demo now.

      2 votes
  2. asheal
    Link
    I tried out a few of the games, and I have more downloaded that I'm looking to get around to! You've definitely convinced me to try Luna Abyss and Death must Die, so now I just need to remember...

    I tried out a few of the games, and I have more downloaded that I'm looking to get around to! You've definitely convinced me to try Luna Abyss and Death must Die, so now I just need to remember those names for download when I get home.

    Beastieball
    A creature-catcher volleyball rpg? And somehow those three genres actually work together? I've always enjoyed the hell out of Pokémon, but have been skipping the latest few releases so I was pretty interested in this game from the trailer and I think the demo does a great job of selling it. The music is awesome, and somehow reminiscent of the Pokémon Red/Yellow/Blue music while still being very modern. The battles don't have type match ups like Pokémon, but I think the strategy they do have with placing your beasties on the court along with having multiple beasties with multiple "moves" in a turn will end up being really deep. They also show you a world map with a bunch of other coaches (gyms?) to fight before the demo ended so I don't think it'll lack for content. Overall, I'm pretty excited for it and am really looking forward to where they go with this.

    Wizard with a Gun
    I genuinely don't know what category this game falls into. Framework wise it's similar to Don't Starve, but with expeditions from an off-map safe space rather than a base camp. Gameplay wise you're, well, a wizard who uses a gun to cast spells. I really liked the gameplay, combat was a very common occurence and it felt very impactful to both hit and get hit. The resource management of the expeditions was also nice, you can't just go guns blazing all the time and it was fun to think about it. It also feels like the sort of thing that'll get solved once you have a larger arsenal so if you don't like resource management I don't think it'll be a huge issue. There was also a whole bullet crafting system that was mostly walled off, so I can't speak to that except to say it exists. From playing the demo though the content felt rather limited. Each expedition has a time limit before the world starts ending, roughly 5 minutes. You could enter each one as many times as you wanted, but there were basically 3 different maps that you only needed to enter twice to clear. To me it feels like the sort of game that will be much more fun with friends, and it's single player will live and die on how much content they get in there. They absolutely have the systems in place to make a banger of a game, they just need to follow through.

    Isle of Eleanor
    Not my thing. I tried it for about half an hour thinking it was a Stardew-like and while it has a farming/life-sim aspect to it, that aspect was barely able to show itself. To me, the game felt clunky and unintuitive. Too much real life in the life-sim, tools were slow to use, the people were unfriendly, nothing was explained to you. I get the feeling that it's the sort of game that will be rewarding to those who put in the hours, but that's not me and the demo didn't change my mind about that.

    5 votes
  3. [5]
    zoroa
    (edited )
    Link
    Sea of Stars was the game I was hoping would be in Next Fest, and was happy it was. Your perspective is really interesting; a lot of the media I've consumed about the game coupled with my personal...

    Sea of Stars: 3/5

    Sea of Stars was the game I was hoping would be in Next Fest, and was happy it was.

    I just honestly have not played enough turn-based isometric RPGs to compare it to anything.

    Your perspective is really interesting; a lot of the media I've consumed about the game coupled with my personal experience are colored with prior experience and appreciation of the JRPG genre. A lot of what feels so special about the game to me only makes sense contrasted against other games.

    I did have two big disappointments: I thought the writing was a little… on-the-nose, I guess? Characters just stated their objectives and everything was pretty surface-level. Dialogue wasn’t attacking or defending, only conveying information.

    That's pretty par for the course. I generally default to skipping through cutscenes, and found myself not really caring for the dialogue in the demo.

    And while the combat was fun and had a challenging timing element, it ended with a boss who I spent like ten minutes fighting for a single attempt, used all my items, did everything I could, and still lost to in dramatic fashion with no indication I had done any real damage. My suspicion is that the boss is simply meant to be an organic end to the demo, a scripted loss, but I don’t know;

    While it isn't uncommon for JRPGs to have stupidly broken and overpowered bosses, the one at the end of the demo is definitely meant to be beaten. Once you do, there's a blurb thanking you for playing the game.

    if not, it probably indicates that this type of game isn’t for me, since I found it to be quite a slog.

    I came out of the experience much more positively, and on your scale I'm probably at a 4/5.

    Things I liked:

    • The combat system: There's a lot of depth present in the demo with enemy repositioning, the way boosting and combos work, and the optional skill based element of timing attacking and blocks. I really hope this depth also extends to skill variety to really open up the strategies available.
    • The graphics are gorgeous. It continues a trend of elevating pixel graphics with really nice lighting systems, that we've seen in games like Katana Zero, Octopath Traveler, REPLACED, etc...

    Some nitpicks:

    • The story like I mentioned earlier. It might grow on me when I play the full game, but what the demo presented was pretty meh.
    • The fishing mini game
    • It wasn't always obvious to me where you can and can't go, specially as it relates to climbing ledges or jumping. I don't think the level design always does a great job at telegraphing it, but that might just be something that I get used to.
    • Movement on the map and in the world feels so slow when you're trying to just go from place to place. The dev team has defended the decision to have it that slow, but I either hope they reconsider and make it possible to move faster or that their justification holds true and it isn't as bad as it felt.

    edit: I forgot some words, and misspelled some others.

    4 votes
    1. [4]
      Evie
      Link Parent
      Thanks for sharing your perspective on the game! I did enjoy the timing element of combat quite a bit -- I think this is a common system in turn based RPGs, but it definitely made the combat feel...

      Thanks for sharing your perspective on the game! I did enjoy the timing element of combat quite a bit -- I think this is a common system in turn based RPGs, but it definitely made the combat feel faster than it was.

      I'm surprised that you didn't click with the level design! I thought it was pretty good. Granted, it doesn't use the usual lighting tricks to direct the eye or anything, but I always knew where to go. But then I read all the tutorials, which are actually pretty revealing about what you can and can't climb. I'm also surprised that traversal in this game is considered slow; for me, at least, the environments were dense enough that I was never really thinking about my walking speed.

      OMG, the fishing minigame is so awful though. Ideally you want fishing to be a bit relaxing and reflective and slow, I think? Broken up by moments of tension while reeling in. But this fishing minigame has no waiting and is entirely skill based, dependent on how you cast. It's not a good design for a fishing game! This is a weird comparison but Genshin Impact has an almost identical system, and I was part of a program where the devs interviewed players about what worked and what didn't in each new update, and I remember going on and on for like ten minutes about how the fishing didn't fulfill the "fishing fantasy," lol.

      3 votes
      1. [3]
        zoroa
        Link Parent
        Is it really that common? I'm not an aficionado of the genre by any means, but my impression has been that any real time elements are rare in turn-based games. The only ones I can think of that...

        I did enjoy the timing element of combat quite a bit -- I think this is a common system in turn based RPGs, but it definitely made the combat feel faster than it was.

        Is it really that common? I'm not an aficionado of the genre by any means, but my impression has been that any real time elements are rare in turn-based games. The only ones I can think of that break the mold are Chrono Trigger and some Final Fantasy games with their "Active Time Battle", and Final Fantasy VII Remake has some real time elements.

        I'd be interested in finding more games that incorportate more timing based elements, because I find it incredibly engaging.

        I'm surprised that you didn't click with the level design!

        I might've overstated how bad I thought it was.

        The concrete example that comes to mind was the fishing pools in the game. It wasn't obvious to me that you could jump in an swim, and once I did it wasn't immediately obvious how you could get out. It ended up being that you could get out anywhere along the edge, but that generally isn't true for most games I've played.

        But then I read all the tutorials, which are actually pretty revealing about what you can and can't climb.

        I don't usually do well with written tutorials in video games. Let it be pride or impatience, I usually just assume that I "get it" and then get frustrated when it turns out I don't.

        I'm also surprised that traversal in this game is considered slow; for me, at least, the environments were dense enough that I was never really thinking about my walking speed.

        Inside the dungeon I thought it was fine. The points where I found it really annoying was:

        • Out in the wilderness
        • On the map when you're going from the city to the dungeon
        • In the city

        Basically any place you're not visiting for the first time/are safe in, I'd like to be able to move a bit faster.

        OMG, the fishing minigame is so awful though. Ideally you want fishing to be a bit relaxing and reflective and slow, I think?
        [...]
        But this fishing minigame has no waiting and is entirely skill based, dependent on how you cast

        I agree 100%. The fishing mini-game very stressful. And also pretty random? But I might've missed a detail when I read the instructions. I just assumed that you might get skills or equipment that makes it easier later in the game?

        3 votes
        1. Kawa
          Link Parent
          Generally yeah I'd agree with this. More turn based games do not feature timed hit type mechanics than those which do. Super Mario RPG on SNES is kinda the early poster child of timed hits in a...

          Is it really that common? I'm not an aficionado of the genre by any means, but my impression has been that any real time elements are rare in turn-based games.

          Generally yeah I'd agree with this. More turn based games do not feature timed hit type mechanics than those which do.

          I'd be interested in finding more games that incorportate more timing based elements, because I find it incredibly engaging.

          Super Mario RPG on SNES is kinda the early poster child of timed hits in a turn-based jrpg, I'm not 100% sure if it's the first, but if not it's probably the first really notable one at least.

          The Paper Mario and Mario & Luigi series of RPGs both kept timed hits moving forward.

          It's also present in Final Fantasy VIII as the Trigger system for characters who use the gunblade weapons.

          The Legend of Dragoon on PS1 has them as well, called "addition" with a visual timing cue.

          In Mother 3 (sequel to Earthbound) there's a bit of a different system with normal attacks where you can tap A in a rhythm (which is surprisingly precise, but usually synced to the battle music) to add potentially multiple extra hits.

          Regarding Sea of Stars' story, I could be wrong or coping, but I think they specifically chose a pretty story-light segment of the game on purpose so that the demo is about gameplay and game feel, without spoiling plot. Maybe I'm mistaken though.

          1 vote
        2. Evie
          Link Parent
          I'm no genre expert but I know Ikenfell has a timing system identical to the one in Sea of Stars. And iirc it's a thing in Paper Mario, too? Idk, I haven't played much of either game.

          I'm no genre expert but I know Ikenfell has a timing system identical to the one in Sea of Stars. And iirc it's a thing in Paper Mario, too? Idk, I haven't played much of either game.

  4. cooldeathfalcon
    Link
    My attention is defintely peaked by Luna Abyss - I'd not heard of this game before. Returnal is likely my Game of the Year on PC so far. It's so profound and interesting conceptually, and so much...

    My attention is defintely peaked by Luna Abyss - I'd not heard of this game before. Returnal is likely my Game of the Year on PC so far. It's so profound and interesting conceptually, and so much fun to play - I find it to be criminally underrated.

    2 votes
  5. SingedFrostLantern
    Link
    Skimmed through the first 300 entries and picked out whatever looked neat, played them throughout last week. Most didn't leave an impression, but the ones that did... URBANO - Legends' Debut This...

    Skimmed through the first 300 entries and picked out whatever looked neat, played them throughout last week. Most didn't leave an impression, but the ones that did...

    URBANO - Legends' Debut

    This game is what I'm putting my money on, as in after playing the demo I threw my money at its Kickstarter (going til July 19, we need the Queen Nightcore Hangout). This game oozes the same style as TWEWY that I felt was missing from NEO: TWEWY (I did not like NEO). The characters, the animation for ordering food, the music (with the demo's OST out on Spotify and Youtube, play the Dancing minigame for Late Night Confession), all by one indie dev and a programmer. As soon as Lunch Box by MIDICRONICA played in the main menu and in the evenings, I knew I wanted to put my faith in this.

    Anyways, it's a Rhythm RPG with Persona-based time management and the demo covers the first chapter basically, but if you're a fan of TWEWY at all, you need to give this a try. The combat could use more polish, but the dev is listening to feedback and the rest of it is just solid.

    LunarLux

    It's interesting. I haven't finished this, I have no idea how to properly battle, I'm actually a bit overwhelmed after coming across an optional puzzle with lasers, but there's just the tangible effort you can feel from all the extra dialogue for pointlessly talking to a rock, digging through a trash can, and petting a dog. It already feels like a dense JRPG world that you can slow down and take in from the hour I played and I enjoy the sisterly banter between Bella and Tetra.

    Turn-based JRPG combat with inputs for attacking and avoiding damage. The character art is so cutesy. All the options for combat feels like information overload for its genre, but I'm looking forward to getting back to it.

    ROBOBEAT

    Still feels like a work-in-progress to me and the demo is severely lacking variety for equipment and length (imagine Dead Cells if you only had the beginner equipment and looped the opening prison over and over), but it scratches the BPM: Bullets Per Minute itch with more mobility and you get to pick whatever soundtrack you've unlocked along with its BPM if you wanna play faster or slower. Each gun/equipment has its own input combo list for special moves, but that's too much thinking power for me. Interested in the demo as a proof-of-concept, but I'm going to comb over the reviews when it comes out.

    Like BPM, it's a FPS-roguelike where you shoot to the beat, but you're a robot instead of a valkyrie. Unlock system looks the same as Dead Cells where you collect meta-currency and make it to the end of the level before you die to cash it all in on a new item.

    Laika: Aged Through Blood

    Out of my list, this game feels like the one with the most mainstream production value. Laika coming across her nephew strung up by his guts, going into enemy territory to bring back her dying brother for cremation, getting the invaders out of the tribe's burial grounds, all from the tribe's warrior who feels like she's already seen and absorbed the price of war, but needs to keep going to keep her tribe and daughter safe... Beautiful stuff. The soundtrack is dang fine too and the game knows it because it asks you to find cassette tapes so that you can switch up the music yourself.

    It's a 2D metroidvania, but you have to control a motorcycle to get around and it's punishing. If you land on yourself instead of the bike, you die. If you take a single bullet instead of blocking with the motorcycle, you die. Death is a bit more lenient than other Soul-styled money loss though; you only lose half your funds and Laika is able to drop 2 death bags before permanently losing the funds from new bags overwriting the old ones.

    If you want to reload your gun or parries, do an aerial flip. You can mash bullets at a boss doing that though, so balance is kinda weird like that.

    Pain in the ass to collect materials though. Need to shoot at an environmental object and drive over the drops.

    Eternights

    Honestly surprised this was so high on the Steam's Next Fest list because the demo can't be called good. Most of it is slow story setup, running around in a way too dark subway station with no powers, and the demo ends after you've gained the ability to fight. The combat you can play amounts to basic combo, slow-mo perfect dodge, and special meter attack. I can only assume that it was advertised before, but now I have to check the reviews in the future to see what the hell I'm missing here.

    Chani is the "unapologetically horny on main" bro character and somehow he was the most interesting one because of his banter with the MC.


    There were two games that threw me off though and made me click uninstall ASAP. One was a blatant copy of Nuclear Throne as I could tell from heading to a sewer level with a Crossbow and picking up a Pop Gun. The other was trying to be Ultrakill with Dark Souls aesthetic and roguelike elements. I'm all for being inspired by games, you can look at the wide sea of games inspired by Vampire Survivor or Slay the Spire or Binding of Isaac, but being so obviously copy-paste makes me ask why you would go through the effort.

    2 votes
  6. Eji1700
    Link
    Just Stellaris Nexus but its the game Ive been waiting for SOMEONE to make forever. There's a few other games/genres that could use a streamlined version, and I was super excited to have an...

    Just Stellaris Nexus but its the game Ive been waiting for SOMEONE to make forever. There's a few other games/genres that could use a streamlined version, and I was super excited to have an asymmetric 4x that can be played end to end in an hour vs an half decent AI

    1 vote