May 2026 Backlog Burner: Week 4 Discussion
Week 4 has begun!
Post your current bingo cards.
Continue updating us on your games!
If you did not participate in Week 1 but want to start this week, that's fine!
Reminder: playing bingo is OPTIONAL.
Quick links:
Week 3 Recap
11 participants played 10 bingo cards and moved 37 games out of their backlogs!
There was one bingo win. Congratulations to u/ShroudedScribe! π
Team mmmeeeelllllllooooowwwwwww
Team MO! - TI! - VA! - TED!
Game list:
- Analogue: A Hate Story
- Blast Rush LS
- Bomb Rush Cyberfunk
- Breakneck
- Broken Age
- Bubsy 3D: Bubsy Visits the James Turrell Retrospective
- Camera Obscura
- co-open
- Death's Door
- Delver
- Doki Doki Literature Club
- Dokimon: Quest
- Elephant in the Room
- Fields of Fortune
- Forgotten 23
- Gamedec
- Generation Zero
- Guild of Darksteel
- Infectionator 3: Apocalypse
- Kaamos
- Layers of Fear
- Legend of Grimrock 2
- A Little to the Left
- Lost Nova
- Mr Rescue
- Nex Machina
- Oxenfree
- Poly Bridge 2
- Pseudoregalia
- pureya
- Sunblaze
- Touhou Mystia's Izakaya
- Tunnet
- Uncharted: Drake's Fortune
- Wanderlust: Rebirth
- Woten
- You Suck at Parking
Week 2 Recap
11 participants played 9 bingo cards and moved 28 games out of their backlogs!
Team Mellow
Team Motivated
All but one are listed above.
Is he still Mellow? Or did he join the Motivateds?
He played three different games, which seems very motivated...
...but Mellow is also a state of mind, a pace, a vibe.
With whom will he stand?
Game list:
- 911 Operator
- Agent Intercept
- Astrea: Six-Sided Oracles
- Bendy and the Ink Machine
- Berserk Boy
- Cards and Towers
- Curious Expedition
- Doki Doki Literature Club
- Dorfromantik
- Heeey! Park-Boy
- Hue
- The Hundred Line - Last Defense Academy
- Knights of Pen and Paper
- Library of Ruina
- Lucid
- Machinika: Museum
- Node Farm
- Ocean's Heart
- Pokemon Trading Card Game 2
- Programming Factory
- Pyre
- Say No! More
- Subserial Network
- Tametsi
- THOR.N
- Transistor
- Understand
- Wolfenstein: The Old Blood
Week 1 Recap
Week 1 Recap
βοΈπ‘οΈ Battle lines have been drawn. π‘οΈβοΈ
Team Mellow
Calm, easygoing, relaxed (<3 games played this week)
Team Motivated
Driven, energized, results-oriented (β₯3 games played this week, or, like, only one game played but for a LONG time)
Who will come out on top? Which team will reign supreme? What metric will we even use to determine what counts as a win? STAY TUNED.
11 participants played 10 bingo cards and moved 24 games out of their backlogs!
Game list:
- 13 Sentinels: Aegis Rim
- Aris Arcanum
- Assault on Proxima
- AtmaSphere
- Blue Maiden
- Death and Taxes
- DigDigDrill
- Donna: The Canine Quest
- FINAL FANTASY IV
- Hades
- Hatoful Boyfriend
- Marble Mayhem: Fragile Ball
- Not Tonight 2
- The Pedestrian
- PokΓ©mon: Kanto Expansion Pak
- Polarity
- Princess Tomato in the Salad Kingdom
- Ravenswatch
- The Shapeshifting Detective
- shapez
- Strange Horticulture
- The Textorcist: The Story of Ray Bibbia
- Vartio
- Yellow Taxi Goes Vroom
Last week I was slanderously cast as being a possible Team Motivated member. At the time, it hurt. I've always prided myself on my mellowness, and I was surprised that others might see me in such a way.
Yet the more I thought about it... the more it made sense. My mellow has been running low. I do feel motivation. And so, I tried the idea on, and found that the glove fit.
Ladies and gentlemen, mellows and motivateds, I bring you today a bingo card filled with TEN new games. I formally renounce my mellow ways, and EMBRACE MOTIVATION'S CHAOTIC WILL.
I understand it now; the raw energy this brings. I was so foolish before. I'VE ALREADY FILLED TWO FULL LINES, AND I WILL SOON THREATEN ANOTHER.
Hear me children. I recognized the shift of power, and seized my moment to switch to the winning side. THOSE WHO OPPOSE THE STORM OF PROGRESS SHALL BE SWEPT AWAY BY IT.
Wes' Mellow Betrayal - Week 4
Fragmentationβ Quern - Undying Thoughts
Transformationβ Agent Intercept
Precisionβ Pseudoregalia
Erosionβ Infinite Air with Mark McMorris
Explorationβ Immortals Fenyx Rising
Contrastβ Hive Jump
Calmβ theBlu
Isolationβ Hades
β Wildcardβ The Ball
Briefβ pureya
Colorβ Haimrik
Frictionβ Library Of Ruina
Tenseβ Dreadhalls
Chaosβ Yellow Taxi Goes Vroom
Dualityβ Cat Quest 2
Wonderβ Escape First Alchemist
Distributionβ Pokemon Trading Card Game 2
Escape First Alchemist
REJECT ESCAPE; BECOME THE JAILER
An escape room for two. I played this one with my bud @CompChris, whose own write-up can be found right here.
I really liked this one. While it doesn't do anything exceptional in the genre, it was consistently high-quality all the way through.
There were probably 30-40 puzzles in total, of varying sizes and scopes. Each felt fair, and I rarely found myself rolling my eyes afterwards. At worst, a few missed proper telegraphing to indicate if you had all of the pieces.
The style of puzzles were mostly visual and logic-based. They didn't rely on pixel hunting, as with some escape rooms, nor communication-based challenges, ala the We Were Here series. Many were colour-based, but the devs thoughtfully added unique symbols for colour blind players.
The game was cultic-themed, and included a potion brewing system which aided in (and sometimes distracted from) puzzle solving. I can applaud any game that allows you to throw a shrink potion at your friends to miniaturize them.
It took us just over three hours to finish the game. A bit over the HLTB estimate, but apparently the developers have added puzzles over time, which may have skewed this number. This is what I tell myself.
I enjoyed the game, and would recommend it for escape room fans. It's playable with one to four players, though I imagine that many would be quite a full house.
The Ball
ROLL THROUGH ALL THAT RESIST YOU
So this is a classic. I traded for it back in 2011, making it one of my earliest backlogged titles. Better late than never, right?
It definitely feels like an older title now. It has a max resolution of 1080p, and includes some very strange default keys like Shift to crouch, and Ctrl to jump. It thankfully allows rebinding, but insisted on setting all of my keybinds to Num Lock until I toggled that off. Eventually, I got things rolling.
The game features a series of underground, Mayan-inspired ruins. These act as puzzle rooms for you and the titular ball to solve together. Push buttons, raise and lower water levels, and ride minecarts to find an escape.
Other than moving, the only real input you have is controlling the ball with repulsion and attraction. You can do a lot with this though, and new concepts are introduced throughout the story. For example, the ball can be pulled by magnets, spread oil around, and power various contraptions.
The physics actually feel pretty good for a 2010 game. The ball will dutifully roll around corners and up slopes at your beck and call. It never felt a chore to "escort it" around.
The game does introduce some combat, which I found mostly detracted from the puzzle experience. It's also a little off tonally. At one point, you find your way to a village of alien hominids, and proceed to slaughter them with your newfound roly poly. This seemed a little unnecessary, even if they are hostile.
Because you're so dependent on the ball for solving puzzles and dealing with combat, you develop a bit of an attachment to it. Not unlike the companion cube in Portal. So when you're forced to step away for a time, it can almost produce a little separation anxiety. The developers use this intentionally to add tension in some levels.
The game feels a bit funny to me with its focus on such a singular concept. In my head, I'm imagining a developer coding up a physics demo they've hurriedly named "The Ball", showing it off at a company meeting, and everyone being enthusiastic about turning it into a full fledged game. I mean, "The Ball" -- a game about a ball? It's weird, right?
Apparently, the same developers went on to make a semi-spiritual successor, The Solus Project. I remember this one mainly because it came out when I ran Solus Linux, and people kept accidentally posting to the Linux subreddit about the game.
Crash Time - Undercover
DO A PIT MANEUVER, BECAUSE THEY'RE NOT COMING PEACEFULLY
This one jumps right in. You're a cop. You're undercover. Infiltrate the bad guys and climb their criminal ladder to take them down.
This game largely chains together different racing missions into a loose story. Most missions have you trying to take someone out, reach checkpoints in time, perform a circuit race, or compete in an elimination race. The latter two feel a bit out of place in this criminal underworld, but then again maybe they do it differently in Germany.
Some races give you combat tools: EMPs, grappling hooks, spike strips, and the ability to deploy roadblocks ahead (which seem to do nothing). The grappling hooks are actually rather fun, as you can slam the breaks to pull over an opponent, or use them to slingshot ahead.
The voice acting is subpar, and the story really doesn't have much going for it.
The physics are fairly arcadey, but not bad. You can switch between automatic and manual transmissions, and it simulates a few things like your wheels locking up. I doubt anyone would calling it too realistic though. At one point, I took a wrong turn off the autobahn, and ended up driving down a ski hill jump. How does that happen?
The enemy AI is worse. They try really hard to stick to predefined racing lines, which means they often collide with you or other racers instead of adapting to the situation. In combat situations, they're also pretty cheaty. They'll instantly drop a spike strip behind them if you get even close to their tailgate.
There's a good selection of cars, and seemingly a fair few tracks. I dropped off after only two and a half hours, though, so I didn't see the full selection.
I was going to say this game looks surprisingly good being for an older title, but apparently it only released in 2024. So erm, I guess it doesn't.
theBlu
THE PRECESSION OF THE TIDES ERODES ALL
One of the earlier VR showcases, this cinematic experience places you under the ocean to view the strange creatures that inhabit the depths.
theBlu was originally a paid experience, but released for free on Steam a few years ago. I was glad to have an excuse to finally check it out. However, the content included in the base package is extremely limited. Once you get past the rather-unintuitive menu, there's only one scene available with roughly two minutes of content. Beyond that, they ask you to buy the (admittedly cheap) content DLCs.
Despite its length, the short scene was impressive. From a sunken ship, you view schools of fish and curious manta rays while a massive whale looms from behind. It performs a drive-by swimming, coming eye-to-eye with you. This sense of scale can only really be understood in VR, as looking up with your head is just a different experience than shifting a mouse.
I was left wanting for more, but after watching the scene unfold twice, I opted to move on from this one.
Dreadhalls
FEAR IS BUT AN EMOTION; FEEBLE AND WEAK
After theBlu was so short, I decided to try out another VR experience. This time it's Dreadhalls, another early VR title that became known for showing off what VR can do.
Instead of gaping at majestic creatures though, you're experiencing previously-unknown levels of fear as your slowly dwindling lantern trembles in your hand, a mirror image of your own evaporating sanity.
In VR, the darkness envelops you. No ambient light can greet you from the other room. The soundscape overwhelms your senses, and you're keyed in to every footstep and breath. Wait, was a scratching sound... or a whisper?
People seem to have a really hard time with horror in VR, and I can understand why. While scary games have never been a major problem for me, I also don't really enjoy the feeling of prolonged tension. After 40 minutes, I almost embraced my first death in Dreadhalls. Finally, the waiting was over.
Dreadhalls is a very early VR game though, so the scale is not that of a modern AAA game. There's no real story, the rooms lack clutter or interesting detail, and the hallways give that distinctive "procedurally generated" feeling.
You are essentially exploring a maze. You have a map in hand, lit only by the lantern in your offhand. It burns oil, and much like in Amnesia: The Dark Descent, is a limited resource. Darkness seems to bring insanity, and insanity brings the whispers.
There's a handful of different monsters in the dungeons, and how you respond to them is the difference between life and death. Some will flay your mind for looking at them. Others are attracted by motion. One monster seemed akin to the Weeping Angel in behaviour. Their frequency increases greatly as you progress. By the fifth dungeon I entered, they seemed to be around every corner.
The audio design in this game is superb. While much of the sound is ambient, it also acts as an early warning sign before approaching dangers. How you react to a growling is very different than a scraping. Learning these cues seems paramount to survival.
I played through about half the game so far, having collected "5 eyes", and I'm quite comfortable with that. I feel no motus to continue. It's not exactly the fear holding me back, but horror experiences are almost unpleasant by design, and other than the "You win" screen, I think I've seen all the content there is to see at this point.
Haimrik
FOR WORDS ARE SHARPER THAN THE SWORD
I'm going to dock this one points upfront for using a custom launcher when booting the game. The "Fulqrum Games Launcher", which seems to only exist to provide purchase links to other games from this publisher. Very unnecessary!
Anyway, Haimrik is an interesting game that seems to have fallen under the radar. It's an adventure/puzzle game with hand-drawn art. Mechanically, it might be described as a less free-form version Scribblenauts, though with a greater emphasis on the overarching story.
The titular Haimrik discovers a magical book which seems to feed on blood. By sating it with a quick cut of the hand, he can enter the book, using it to create objects through careful storytelling.
Each story involves a brief puzzle or two, usually based on the problem he's experiencing in the "real world". For example, Haimrik needed a draught, but didn't have the ingredients to brew one. So into the book he goes.
The puzzles are laid out as a series of pages as rooms. Haimrik walks along the lines of words, and is able to interact with them to realize the objects, or interact with them in some way. For the problem above, we tell this story:
It's not the most poetic writing, but it does the job. The puzzle here is that the locusts will pop out of that word as he crosses it, so Haimrik need to brew a poisonous concoction first to eliminate them. Then, by interacting with hop seeds, rain, and fertilizer, he can grow the hops and harvest it with the scythe. Finally, he can return to the real world with the hops to brew a draught.
The puzzle designs are mostly fair, but I did find myself getting frustrated at times. Your character moves quite slowly, and the occasional trial-by-error approach often means resetting and redoing a screen. The boss fights could also feel unfair at times, as they move so much faster than you do.
Despite being a "word game", keyboard controls are not recommended. I had to switch to a controller after fumbling with the awkward projectile controls for a while.
The art is stylized, being largely drawn in sepia tones, and can be a bit gruesome at times. There's heavy gore, with eyeballs popping out and limbs being dismembered.
I finished the game in about 4.5 hours. I give it a lukewarm recommendation, but it didn't overall wow me.
Infinite Air with Mark McMorris
NEVER USE THE SAFETY BAR ON SKI LIFTS
This game is delisted on Steam now, and understandably so: it completely crashes when you launch it. My thanks to PCGamingWiki for pointing out that one must have a disconnected network to bypass the broken server check.
Once you get in, the game drops you into a rather extensive tutorial, starting with the basics. You learn to carve smooth lines to maintain speed, work up to ollies and grabs, and move on to understanding the deeper physics engine with torque and body compression.
See, this is a completely physics based game. You're not just pressing a button to trigger a trick, but controlling your body and board to get there. If you want to spin in the air, you queue it up by twisting your body in advance, just as a real boarder would. To land safely after a spin, you tuck in to compress your body, learning the timings to have your board land safely. This gets even trickier if you're rotating on multiple axes.
This system is incredibly cool, and feels great when it works. Unfortunately for me, it often did not work. I found that my attempts at pulling off tricks were extremely inconsistent, and eventually realized that I wasn't just being a noob, but something was wrong. I repeated the same jump a dozen times, and found that in half of them, my inputs were simply dropped. Even for simple ollies or grabs, my character didn't respond.
Besides that issue, the graphics looked fine, and the music choices were good. While there's no campaign, I do like the event structure. It includes various modes trick attack and races, with optional objectives for cosmetic unlocks.
I found that I really wanted to like this one. It was just the technical issues that got me.
Immortals Fenyx Rising
EVEN GODS CAN BE DESTROYED
I've already submitted Hades, so this is my second game taking on Greek mythology.
Immortals (as I guess "Fenyx Rising" is the subtitle) is an action RPG with a bright, casual atmosphere. It's light-hearted, often flippant, and isn't afraid of fourth wall breaks. It's a little unusual to see out of Ubisoft, but don't worry, you still climb tall stuff to fill out your map.
The combat feels good. It's arcadey, but not unskilled. With dodges and parries, I found it quite satisfying, especially as you unlock new weapons and abilities.
I wish I could say more, but this one was sadly cut short by technical problems. It crashed for me, frequently. Despite my settings, every 10-15 minutes the game would lock up hard, threatening to take my system with it. I could usually progress past the past crash point when I resumed, but then it'd trigger some place else. It's maddening, because I want to play this game!
I may try again through a different launcher/wrapper in the future, but for now I'm throwing in the towel. This one might have convinced me that it is better to just buy games on Steam in the future, and skip the technical workarounds.
Bummer on the crashes -- I actually loved this game.
I have the Steam version and it worked perfectly on my Deck. Played it through to a full 100% (well, for the base game, not the DLCs) as I loved exploring the open world and doing all of the puzzle vaults. My piping hot take is that I liked the game far more than Breath of the Wild, which it clearly draws inspiration from.
Hive Jump
THE ONLY GOOD BUG IS A DEAD BUG
A curious game. All of the screenshots give you the impression of a platform-shooter with constant carnage. Yet when you start the campaign, you're unexpectedly thrust into a turn-based strategy game instead. Huh?
It seems like there's two game modes to this one. The outer strategy game is the main campaign, where you work to seize back territorial control from the enemy. The inner game is the run n' gun, where you shoot bad bugs and collect their goop.
Goop is indeed the main goal. It's used not just to upgrade your weapons and equipment, but also as the currency to progress in the strategy mode. This means you need to decide where to allocate your resources (on the guns, obviously).
The tutorial only covered the shooty bits, so I honestly have no idea how the strategy mode works. You start off with a small number of nodes under your control. You can choose to reinforce these, or take the offense and try to weaken the enemy's defenses. It's turn-based, and I ended up losing most skirmishes I attempted.
The shooter mode is thematically somewhere between Metroid and Starship Trooper. You progress through two regular stages and then do a boss fight. There's roguelike upgrades found along the way, though they're relatively short-lived as they only last these few stages.
I do enjoy genre mashups, but this one felt rather disjointed to me. I think focusing on the bug smushing would've been the better way to go, or at least find ways to bridge the gameplay beyond just updating a resource counter.
Cat Quest 2
BRING OUT THE CLAWS
I played through Cat Quest 1 on mobile, so it seemed only fitting I'd do the same for the sequel. The only problem is that Cat Quest 2 was an Apple Arcade exclusive, and that exclusivity lasted for yeaars. Finally though, it's released on Android, and I'm ready to go on my cat-themed adventure.
It seems evil has once again come to the lands of catkind. A hero is needed, or in this case, two. You play as an outrageous duo: a cat and dog. You can play solo or pawtner up with a friend.
So it's the usual RPG affair. You get XP by killing baddies, find and upgrade armour with stat buffs, and can unlock magical spells. If you're playing solo, then your teammate is AI-controlled and will use what you equip them with.
I decided to make one character a magic caster, and the other melee, to deal with a variety of enemy types. I primarily played the mage since I could focus on defense, and let my ally get some hits in. I'd heal us both up when things got a little too spicy.
The game features some metroidvania-style unlocks, though they're tightly integrated into the story so it's not that exploration heavy. It is always fun to get new movement abilities, though.
I'm still reasonably early into the game, but I'm enjoying it as a simple time waster. It controls well on mobile, but has ports on other platforms if that's more your thing.
It's cute, it's fun, you might already own it. Cat Quest!
I'll tack this one on here since I also played it on Android, but I finally finished Lumino City from two years ago with all my newfound motivation. Apparently I was right at the end, and just needed to go through two more screens to reach the credits. So, hooray!
Sometimes I wish games would give you a percent progress indicator between scenes or on loading screens or whatnot so that you have a sense of where you are in the story. I know it wouldn't work for ALL game types, but it would be great for more linear narrative games.
When I'm in a book or ebook, I always have a sense of how far along I am, but in games I can feel a little lost or disoriented and would love a stronger sense of "place" in the overall arc.
That said, congrats on finishing a title from two years ago! That newfound motivation is clearly paying off.
What are these tears doing in my eyes?
....I'm just, so, SO proud.
Quern - Undying Thoughts
NO LOCK UNOPENED. NO PUZZLE PIECE UNTURNED.
So, Quern. I finally played it! And it was good!
I purchased this one in 2022, but I've been eyeing it for far longer. I'm a big fan of Myst-likes (which I consider a progenitor to the modern escape room genre), and Quern is a genuine love letter to Cyan's classic puzzler.
The environmental design is stellar. The world is carefully laid out to shape the isolated island into separate, unlockable sections, yet the twisting paths form a cohesive whole. Much is communicated without written instructions, and you learn to intuit the meanings behind symbols, shapes, and colours.
Everything has a very physical presence, so placing items feels satisfying and real. Gears groan and shudder when you unlock large contraptions. You can see the dramatic impact of your changes across the island as you progress further.
The story is subdued, but present. It's complimentary to the gameplay, and gives you some motivation and intrigue without ever getting in the way.
The puzzles - the main draw - are by and large well designed. There was a healthy mix of logic, deduction, discovery, and experimentation. A few of the later puzzles fell on well-known designs (Simon Says, Mastermind, logic grid puzzles), but most still felt original and clever.
One thing that impressed me was how often an existing item or piece of equipment would be reused in a new way, often hours after last interacting with it. I learned to never discount anything that still operated after seemingly finishing a puzzle.
The difficulty was just right. Some puzzles had me scratching my head, but with enough
guessingperseverance, they were all solvable without hints or looking anything up. They never felt cheap or unfair to me.That said, I did have some assistance in the form of people heckling me over a Discord stream. Yet suggestions were made, and some of them even turned out to be good. Teamwork makes the dream work.
One nitpick: I did feel like some of the collectable items were easy to miss. Multiple times I'd pass right over an important puzzle piece, and if I didn't notice the subtle cursor change, I wouldn't know to pick it up. The puzzle areas were generally large and cluttered, so I feel they could have been telegraphed a little more clearly.
The game includes a very cool sketching system where you can frame a screenshot, then write notes over it. I used this mostly to track previous puzzles that I didn't yet have solutions for. It wasn't as ideal for quickly referencing images, so I still threw those over to a second monitor. eg. This stone tablet guide was awful to reference in-game, so I copied it over and drew all over it. Much clearer now!
Quern proved to be far longer than I was expecting. It took me 16 hours to complete across three sessions. I had a great time solving this island's mysteries though, and I'd highly recommend it to fans of the genre.
I absolutely adored Quern. As soon as I finished the game, I thought "I can't wait to play this again in, like, 10 years when I've forgotten mostly everything about it and can re-experience it for the first(ish) time."
I checked my GOG account, and it looks like that was 8 years ago, so a replay of this is genuinely around the corner for me!
Like you, I found it impressive how the game consistently re-used things. I remember reading something by the devs after I had finished that said that they explicitly wanted to avoid "single-use" items to make the world feel more integrated. (I tried finding the article, but couldn't get it to turn up.)
Also, I think it's awesome that you played it on Discord with your friends (and impressive that you did it in only three sittings!). That's a great way of turning a single-player experience into something shared. My husband and I have earmarked time for a "co-op" run of Blue Prince this summer in the same way: he wants to help with the puzzles but doesn't want to be the one playing, and I want to play it but want a second brain to help me through things!
The coop honestly worked really well. We were able to attack puzzles with completely different ways of thinking, sometimes favouring my approach, sometimes theirs. Plus a little squabbling added to the experience somehow.
You may be interested to know that the developer of Quern is finally releasing a new game next month: Dimhaven - The Lost Source. There's a demo available, which I haven't tried, but it looks very promising.
I had no idea! That's fantastic news. Insta-wishlisted.
Bingo card with just 8 more days to go
Popular game you never got around to playingβ Bomb Rush Cyberfunk
Focuses on relationshipsβ Hatoful Boyfriend..
Has been played at a Backlog Burnerβ Still There
Has drivingβ Breakneck..
You have to tinker to get it runningβ The Textorcist: The Story of Ray Bibbia..
From a different culture or countryβ Generation Zero..
From a genre you donβt normally playβ The Shapeshifting Detective..
Chosen for you by someone elseβ Bendy and the Ink Machine
Known for its real-world dramaβ Not Tonight 2
Owned for more than 4 yearsβ Doki Doki Literature Club
Is beatable without killing any enemiesβ Atmasphere
Focuses on explorationβ Guild of Darksteel
From a series you have playedβ Legend of Grimrock 2
Sometime after starting this Backlog Burner, I got it into my head that I wanted to complete an entire bingo card, and with just 8 days left, that doesn't look likely. I have three bingos lined up with just the center square to go, but I was holding onto that for later, if possible.
I definitely won't be able to complete whole games with many of these submissions. It wasn't part of my plan at the beginning, but it remains a big reason why I want to work off my backlog. That means that Legend of Grimrock 2 and Bomb Rush Cyberfunk remain uncompleted, though I continued to tool around on the latter, exploring the city and looking for graffiti signs instead of completing more of the game. Still, it is good to play and experience these games that were untouched before.
As for my intentions for the rest of the month: I will try to play more games, and complete them if I can in order to complete a full blackout. If it doesn't happen, oh wells, but it was fun to try.
Still There
It took me all weekend before making a post here because I was playing Still There, a game submitted under the "Has been played at a Backlog Burner" bingo tile , having been played by @JCPhoenix at the November 2025 Backlog Burner. This game comes courtesy of @kfwyre, and besides Generation Zero, this has to be the most impactful game I've played all month long.
With the clock winding down, I began eyeing games in my backlog that were smaller in scope and so easier to complete. I thought, "a point and click game, how long could it be?" I looked it up in How Long to Beat and it said "5 hours". I thought, "sure, this is doable", and started in on it on Friday.
It took me 12.3 hours. Hard, wrenching hours of highly difficult puzzles that don't care to be rushed. Some puzzles I looked up the answers, some I passed in-game, and some I actually completed by myself (air filter puzzle, that one was all mine). I have to say, I did not expect to spending so much time on this weird game about being stuck in a single room. I did not expect it to be so difficult, so inventive, and so engaging.
As great as Hatoful Boyfriend and Doki Doki Literature Club are, both masterful at their craft, Still There has been the most emotional experience I've had with a game this month. It starts off with a traumatic beginning like Firewatch, but unlike that still-good-but-ultimately-disappointing game, Still There is a densely written and designed game where its themes of grief and loneliness are supported throughout by its narrative and gameplay design. For a barebones game with no voice acting or even character portraits, Still There is a game that punches well above its weight to draw you in with a personal story that hits so hard by touching upon universal themes. Kind of what Brokeback Mountain does with loss and longing.
Before my gushing goes too far, this game is not for everyone. The puzzles are obscenely difficult. There's an option to bypass them in the game; I did this once, and it really ruined the experience. What makes the puzzles difficult is that they very conceptual and abstract; once you figure out what the question is, the answer becomes easy to see. No joke, to play this game, you'll be pouring over an operations manual that breathlessly explains how to fix your life support systems without the use of words, leaving you to decipher what the makers meant with this IKEA instructional manual gone mad.
A bit of a spoiler, but it needs to be said:
spoiler
this game takes place in a single room. If you're claustrophobic or expect the windswept vistas of MYST in your point-and-click adventures, look elsewhere.Such a weird game, totally deserving of the holy hidden gem title. Few people are going to play this. Fewer people enjoy conceptual puzzles (so satisfying to solve, though; you really kick yourself when you find out the answer). What's more, the game can be overwhelming in that almost everything your mouse touches is interactive; there is a lot to uncover here, so if you take your time with this one (like say, you aren't trying to complete it for a Backlog Burner), this can be a rewarding game to play.
Tildians, I am an agreeable person. Were you to sit beside me in conversation, I would gladly nod in agreement with most whatever you had to say. That's why it pains me to report that I have unsightly feelings towards the second game recommendation by a fellow Tilde user. Honestly, I appreciate your suggestions, and these are games I was going to get around to anyways, but it remains that I am not enjoying these recos.
The latest casualty is
Tales of the Neonsea
a game wholesomely recommended by the magnificent @JCPhoenix to fill in the bingo tile for "Your friend loves it", and as selflessly provided to me courtesy of the generous @culturedleftfoot. It's a cyberpunk adventure that follows a gumshoe detective and his cat -- what's not to like? Plenty, as it were.
I think it's very important to judge a video game on what it is, not what you want it to be. Too often I see game reviews that are people just whining about their expectations being broken. Often you'll even see positive review and negative reviews share the same talking points, a sure sign of impartiality. For Tales of the Neon Sea, let's go through each of the elements of this game, and judge it just on that. So:
Mystery
In Tales of the Neon Sea, you play as a detective, one who soon comes across a recent murder. Cool (for us), a mystery to solve! This is a chance to look over clues and put on our thinking hats. But there's no need as all the mysteries in this game are solved by mini-games. You find all the clues, and then have to physically piece them together as cogs in a clock; you come across a locked door, and you have to pick it by solving a mini-game. As it were, solving mysteries in this game is easy since the mini-games are all easy; some of them are on a difficult side, but because they are all spatial puzzles, they are all simple to figure out after awhile.
In Tales of the Neon Sea, there is no mystery.
Adventure
Tales of the Neon Sea is an adventure where you get to explore various locations of a cyberpunk world as beautifully rendered in pixel art... except there is no exploring; there are no (real) branching paths. This is a linear game where you go from point A to point B; any detours you take are not part of the plot, and are completely skippable. Progression is unlocked through inventory puzzles (get this, combine that), pretty basic stuff. You get to walk around a map and enter different rooms and that, but it hit me when I was prompted to push a button to climb a ladder: this game is less a side-scroller and more a visual novel. It's all there: the linearity, the exposition dumps, the reliance on text instead of visuals to push the story.
Tales of the Neon Sea is not much of an adventure.
Pixel Art & Environment
Tales of the Neon Sea is awash with beautiful pixel art. The splash screen is a beautiful vista of purple as our hero looks out upon the idealized cyberpunk cityscape complete with megatall skyscrapers and the requisite holograms of Japanese women. But there's something off about the pixel art. I'm not a game dev so it's hard for me to articulate this, and neither am I a purist that extols the virtues of a past Golden Age when things were better. But the pixel art in this game isn't real pixel art, not in spirit.
As much as some of them are clearly built block by block, much of the art isn't built with a pixel art sensibility. It's not reductive, if what I'm saying is making sense. Instead, they're just textures fitted onto a skin while smoke and particle effects that are most definitely not pixel art do the heavy lifting. This in itself is not necessarily a bad thing; Not Tonight 2 had some of this, but at least that game wasn't afraid to lean into its jankiness. But this facade comes attached with other shortcomings.
This game wears its cyberpunk themes on its sleeve, but doesn't really wear them well. Cyberpunk is the constant abrasion between an oppressive, totalitarian system diametrically opposed to the enhanced, capable, and unstoppable rogues that must live their lives on their own terms. There's none of that here, instead just neon slums with massive Asian influences without Asian characters. Noir is a huge influence on cyberpunk, and this game embraces that with its detective protagonist. But again, it fails to understand the genres it's paying lip service to, instead offering a hero with no instigating motive set out to uncover a milquetoast conspiracy in which his stakes are not clearly specified.
In depicting its environment, Tales of the Neon Sea fails to live up to the image that it puts forth.
The Verdict
I'll admit I haven't finished the game yet, but at this point, my mind is pretty set, same as with my unfortunate time spend with Bendy and the Ink Machine. This game could wrap up with a great conclusion, but probably not. Instead, it falls beneath the weight of its own poor translation/localization, unclear writing, and unkempt presentation. It's a mystery for gamers who don't like mysteries, an adventure for gamers who don't like to get lost. And with a notable game-breaking bug that I have to look forward to near the ending, I am not looking forward to the rest of my time with Tales of the Neon Sea.
To show that I'm not an absolute monster, here a list of what I liked:
Tales of the Neon Sea gets a thumbs down from me. Unlike Terror of Oakheart which had a lot of redeeming factors to it (like actual pixel art), this game needs to be redone to become better.
I have failed you π
OK, so I just remembered that I left a brief Steam review for Tales of the Neon Sea. So I took a look. I still gave it a thumbs up, because I'm fairly easy to please, but I did call attention to it not being the P&C game I thought it'd be, and more of a Professor Layton game. I don't dislike the PL games, having played a couple, but they're not my favorite, because I don't care for straight-out puzzles that much.
Which was my main complaint:
(Keep in mind, the "end" referenced here is not the end of the game; it wasn't complete yet when I played it)
I think I liked the game more for its looks, rather than the underlying mechanics and even story. And that left enough of an impression on me. Which goes back to a comment I made about Gamedec the previous week, where I think I like the facade of cyberpunk, as opposed to the full genre and everything that comes with it.
I should definitely replay this and see how I think about it now, having played many other games in the same general categories as Tales of the Neon Sea since then.
In all earnestness, you have done me a solid by providing a recommendation for a bingo tile called "Your friend loves it", no less. Kudos to you for being the first to act.
Also, I don't mean to have you reevaluate your entire point of view on the game. If you enjoyed it, that's fine, you did, no one can take that away from you. I, too, enjoyed some of its visuals; there's a lot of environmental design that doesn't really fit in but gets used as "grafitti" that looks pretty spiffy, can't take that away from this game.
For me, I view game reviewing a lot of wine tasting. The whole point is to enjoy yourself and have an opinion. Love it, hate it, at the end of it you've finished a bottle of wine, and even if it was a bad bottle of wine, your life remains one bottle more inebriated than before.
It's a lot like that line "I'm not drinking any fucking merlot" from Sideways (which I thought was okay; did not understand how it launched Sandra Oh's career, but okay). It's a funny line. It shows how opinionated this character is. It shows his preference, but should not be taken as a fact (he's a wine snob, after all). And yet, because of this movie and this line, wineries started pulling up merlot crops because its sales were tanking. Me, I'd drink merlot, but I'm a cheap wine floozy who's only looking for my next fling, so don't take it from me.
For me, the worst thing a game could be is boring. So, cheers to interesting games and the conversational fodder they provide.
Ah, 0 for 2 on game recs. Well, this next one you're sure to love! Now granted it only has an 11% rating on Steam, but...
Ah well -- at least it's another one off the backlog, right? I'm sure it'll get you one step closer to your next gaming infatuation. Plus it let you wax poetic about just how badly these titles sucked, and that's always fun.
It sounds like I'm complaining; I'm mentioning faults and errors and the such. But I'm not complaining; I'm having the time of my life. Because I'm playing a game in my free time, and then getting a chance to share my thoughts. It's all fun, even the bad mouthing parts... especially the bad mouthing parts.
I may have strong opinions, but it's just a video game; it's not as though it's something worthy enough of an argument. So don't worry about me; I do this because I enjoy it.
That all said, I have Lord of the Rings: Gollum in my backlog. And one day, I'll have to play it...
Friends -- because I consider all of you at Tildes my friends -- please help me out. I am looking to fill the bingo tile for "Your friend loves it", and would like to know if there is one of the following games that applies to you:
Please let me know so that I can add this one to the burner pile, thanks.
Quite late to the party, but I adore Octahedron.
This friend enjoyed Tales of the Neon Sea! It's been awhile since I've played it. And I think I played it before the final chapter came out. So I need to gave that one a go again.
Hey all right! Sounds like a recommendation! Thanks for the heads up!
In case you need a second, I loved Proteus, though I should qualify that I think that's 100% because I had partaken in a mood-altering substance of choice beforehand.
Not that I'm endorsing you do the same, but I think the game might be significantly less engrossing and more boring when played sober.
That's interesting because Proteus was going to be a pick, but was co-opted by Still There at the last minute. I still want to do it, while sober of all things; I am sure playing this type of game necessitates the operation of heavy machinery or the signing of legal documents.
Now that it's been doubly recommended, I for sure will fit it in somehow before the end of the month. Thank you for the rec.
Set in spaceβ Analogue: A Hate Story
Has both combat and puzzlesβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Is mostly text-basedβ Analogue: A Hate Story
Your friend loves itβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Came out more than 10 years agoβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Has been played at a Backlog Burnerβ Another Crab's Treasure
A romhack or total conversion modβ PokΓ©mon Kanto Expansion Pack
Has a calm vibeβ NUTS
Itβs already installedβ Say No! More
β Wildcardβ NUTS
Has more than 3 words in its titleβ Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls)
Focuses on explorationβ Doki Monsters: Quest
Recommended by someone on Tildesβ Say No! More
Is beatable without killing any enemiesβ Say No! More
Owned for more than 2 yearsβ NUTS
From a genre you donβt normally playβ Another Crab's Treasure
Features a mysteryβ Analogue: A Hate Story
Makes you thinkβ Analogue: A Hate Story
Has a third-person perspectiveβ PokΓ©mon Kanto Expansion Pack
My quest to get out of Pokopia has backtracked. I'm now playing it again while watching a Vtuber play Song of Saya.
yeah that one is NOT for the faint of heartBut hey, I finally started Kaeru no Tame ni Kane wa Naru (The Frog for Whom the Bell Tolls), the Backlog Burner game from March! I'd been eager for it from the start, especially after @J-Chiptunator wrote that awesome introduction... but I got busy the first week of March, and then it was March 9th and Pokopia happened.
I'm fairly far into it, but I'll save my thoughts for the Remove Cartridge thread for once I finish. This is one of the only games I had firmly intended to play this during the Backlog Burner, and I only stopped tonight because my 3DS needed charging. I will say I like it a lot, and it's definitely got a special charm not many modern games have!
BINGO
I finally got a bingo! Knocked off one of the older games in my library, NUTS. This was a game I got in one of my first bundles I bought on Fanatical.
And this lovely game is all about squirrels. As you may remember, I had a blast playing Squirrel With a Gun.
NUTS is a lot lower energy and the squirrels aren't as crazy as the gun-toting protagonist in that game. But it was still quite an enjoyable experience! It's a game all about preserving nature by researching squirrels so we can prove that a megacorp building a dam and apartments would cause environmental harm. It's mostly pretty calm, though I did have to double-check there was no horror tag, because the third chapter has some unsettling atmospheric music.
The game is highly stylized. Each chapter has its own color scheme. The graphics are some of the most minimalist I've seen, which makes it even more atmospheric... And also makes it funny how hard it was running my Steam Deck. Seriously, the fans were going full power and the game lagged in one chapter with a lot of water.
Other than that, I had a good time, though I did have to restart the first chapter. You're supposed to find a key to unlock a door, but somehow the door was open on my second attempt and no dialogue trigger. I think me starting the power generator messed with event triggers, since a note by the key talked about starting it. And my journal referenced that note which I had never read... Oh well, that's in like the first three minutes of the game so no big deal.
With this, I have achieved a Bingo and can rest. And best of all, I think the Backlog Burner has gotten me out of my Pokopia obsession. I still play it, but now I can actually play in moderation. I am now free to resume my original life~
Congrats on your bingo! And I wanted to add that NUTS looks fantastic, and sounds hilarious! Squirrels are hot for conspiracy theories now, what with Rick & Morty and the ongoing internet joke, so this looks ripe for the pickings!
Thanks! I will say that NUTS is a lot more chill and grounded than funny. It would actually feel pretty serene if not for the slightly sinister music as we start finding more traces of the conspiracy. Sadly, all conspiracy and mystery in the game is the domain of humans.
...Mostly. The ending does make me wonder just how smart these squirrels really are...
Congrats on the bingo!
It's perfection that it happened with a squirrel game, which looks really freaking cool.
I would say I plan on playing it soon (because of course I already own it), but that's what I thought about Squirrel With a Gun and I STILL haven't gotten around to it. XD
Suffice it to say that I've moved it from my backlog of thousands to a special Steam category I keep that has games that I really want to play which has...
...hundreds of games in it.
Hmmmm, I really should cut those down. Maybe I could, like, I don't know, burn through them or something? π€
Maybe you should use a randomizer to pick games from that special list? Or at least sort them by length so you can find short games you can actually finish within a month?
In favor of Nuts: it's incredibly straightforward and fairly short. My Steam Deck lists my playtime as 3.2 hours. And there's a guide with screenshots showing where to place cameras each night on Steam (helpfully hidden behind spoiler blocks) for if you get impatient. I mainly used it to check for the locations of hidden tapes for lore, and for one particularly tricky set of photos. I'd done my best to do that one myself, but I got annoyed with the camera just barely being off and wanted to get it positioned right, and then I completely misjudged the squirrel's direction for the last two and lost track of where he might have headed.
As for Squirrel with a Gun: I have already sung this game's praises. It's one of those games that embodies the pure essence of gaming, by having a totally ridiculous concept and just not even trying to be serious and which can't work in any other medium. You're a squirrel that takes on a freaking tank. You can ballerina dance around guys in suits in a pretty tutu. You shoot guns for super-jumps for platforming. Just A+ experience.
I went to install Squirrel With a Gun as my first post-Backlog Burner title to play because you re-sold me on it (and, honestly, it's been pretty high on my list ever since you first played it).
In doing so, I learned that there's a free Pride Month DLC, which makes this the absolute perfect game to start out on June 1st.
I'm so excited to be gay and do squirrel crimes.
Hooray! Enjoy the chaos! :D
Got a second bingo!!
I played Another Crab's Treasure, which I got from @kfwyre at the last giveaway and was played back in November 2024 by @Wes.
My thoughts as I played it: wow I kinda suck at soulslikes :D
I have died a lot. I have changed the settings to be a bit easier (low for all Assist options), and I still die a lot. I have been killed by the Duchess countless times. I do not think I have the patience for this genre to play it hardcore.
But, the setting has my attention. There's a lot of charm to it with all the ocean puns, though the constant death did wear at me. I actually was planning to stop after meeting the Moon Snail, but instead I am very intrigued by why the Duchess suddenly did a 180 on how pretty her castle is and why everyone is dead or evil/possessed/whatever is going on.
I may need to just... Tweak the settings again. Because, you know, I keep dying. Yet I feel like I'd be wounding my pride if I change it again, since I can get the Duchess's health down until she starts the spin attack... It feels like with a little/lot more effort and better stats, I can do it. But I also don't want to grind 1500 microplastics to raise my stats...
Yeah, I think I'll give it a day or so for my pride to fade so I can tweak the settings with less shame :D
I believe in you, Apple! I know it can be frustrating, but soulslikes are all about persistence. With each attempt, you better learn the boss's attack patterns. This does so much more for you than an extra level or two. Knowledge is power.
It's sometimes worth spending a round or two simply dancing around a boss's attacks, not even attacking, to better recognize their tells and openings. When is it better to block versus dodge?
If you're having trouble with a certain phase, it may also be worth saving your shell spells to use them strategically. Especially if you can chain them into a critical hit, which can really turn the tide.
Good luck!
Thanks for the encouragement! I'm happy to report I did finally kill the Duchess after boosting my stats (turns out there's a crab that gives you 500 microplastics right outside one of the moon snail shells, so wasn't as painful to grind as I feared), practicing by dying a lot, and getting lucky! Your advice to save shell spells made me get a lot bolder with just charging her at the start.
Did almost rage-quit when on one good run, I got stuck in the tiers/steps around her throne. I was hoping I could jump to safety from the spin attack and just fell into a gap I could not escape before she killed me.
But I prevailed without changing the settings further, and even got a bit into the next area before getting killed by a balloon fish! At which point I decided to stop because I can tell this is the kind of game that will eat up a lot of time, and I want to play some other games. But hey, I killed the duchess and am now a true and proper rebel!
Thanks again for the encouragement and tips!
Yaay! Congrats and well done!
Soulslikes are probably my favourite genre, but I know they can be really hard to get into. For that reason, I consider it a really brave choice for From a genre you donβt normally play.
The central theme of these games is overcoming adversity, and you did exactly that. Dare I say... you showed some real motivation.
For what it's worth, I think you'll find that your experience will likely transfer to other, similar games in the genre. Another Crab's Treasure felt very familiar to me because I'd already played all the Dark Souls games, so you would likely find the same in reverse. I'm not saying you need to go play them, but if you wanted to, you've already made progress at conquering them. So that's pretty cool.
Between the squirrels and the crabs, you've got cute animal games on lock.
New bingo category list idea: animals. NOTHING BUT ANIMALS.
Ah, I really enjoyed The Frog for Whom the Bell Tolls. I'll look forward to your final thoughts in the CGA thread. It's awesome you're playing it on real Game Boy hardware too, if a few generations newer.
Pinging all Backlog Burner participants/conversationalists: here's the new topic for the week.
TEAM MOTIVATED: SIGMA GRINDSET
Team Mellow: Goooo with the flooooowwwww...
Notification List
@1338
@BailerAppleby
@Bullmaestro
@CannibalisticApple
@CompChris
@dannydotcafe
@Durinthal
@Eidolon
@J-Chiptunator
@JCPhoenix
@kingofsnake
@ShroudedScribe
@sotix
@Wes
If you would like to be removed from/added to the list, let me know either here or by PM.
I haven't had the time to focus on this recently. Please remove me.
No worries, will do.
Day 21:
I think SMIB: Mission Cure might be my least favorite game yet this burner. It's an early access game that got abandoned with only 12 levels. I assume I grabbed it last year as I thought it was a programming game, but instead the game consists of just dropping "commands" to tell your robot to turn when it reaches a corner and to push a button when it reaches a button. I can only assume it was intended for 4-6 age group. The part that really ruined my ability to enjoy it is that the camera controls are painful in a way that's hard to describe, and in this game you constantly have to be moving the camera as the maps are tight cubes with lots of obstructions. Despite the game being abandoned with only a demo's worth of content, I couldn't stand playing more than half of it. Luckily I only paid 64 cents.
After that I decided to give a second game a shot. I went with SUMMERHOUSE as I knew when I bought it that it wasn't very substantial. It's less a game and more a toy where you build a building (or buildings) in a landscape. The assets are well done and it's a nice scenic mood. My main complaint is that I wish there were more assets, you're fairly limited to a certain kind of building as there's only a few distinct wall types and you can't do as much with the roof as I'd like. There's some nice variety in the misc assets though. I did hit one bug where the menu suddenly shifted right off the edge of the screen.
Day 22:
Baba is win.
Another one I bought during last year's burner, Baba Is You is a game I heard of back when it was popular but that failed to pop into my conscious awareness. It is a puzzle game with simple top-down 2D maps and graphics, but a really clever declarative mechanic. The puzzles feel really satisfying to solve and the solutions are always logically consistent and often elegant. The mechanic is so beautifully simple but has so much potential, which I'm sure the game makes full use of. The design is consistent and cohesive, the simple language matching the pixel art and the nature of the game-play itself.
I got through the first couple submaps (maybe a couple dozen levels total) and was about to quit when the game suddenly froze up and crashed on me. Hopefully it was just a fluke, would suck to discover the game is actually buggy.
Will definitely play more.
I played this one for the first time myself not too long ago, and also really enjoyed it. The stages seem to vacillate between being intuitive solves and clearly impossible. Sometimes I'd have to stare at a puzzle for ten minutes or longer before seeing something new.
It's very clever, and yet the simple rules lead to high complexity and often difficulty. It reminded me of Stephen's Sausage Roll in that respect.
Day 23:
Another thumbs up today. Minami Lane is a Japan-themed micro-city builder/management sim. You select buildings along a small street and select recipes and upgrades to satisfy the goals for each level. And you pet cats and collect litter while letting the sim run. The art is pleasant and the mood is very cozy. It's a super small indie game, I got through most of the levels in one play-through and I can't see spending more than an hour on the "free play" so total playtime is quite low, but I only paid a few bucks for it last year so dollars per hour comes out average.
Sidenote, I don't know if maybe the ideal "recipes" for each age group is randomized but, if not, the developers and I have very different views of what old people and young people like.
Day 24:
Only a week to go.
Ritual of Raven is a farming game with a witchy theme and automation via programmable robots. Similar category as a game I played a week or so ago, Fields of Fortune, a Stardew/Harvest Moon style farming game and life sim but with automation. Raven however has a very different approach, with much more focus on the design side, that is graphics, audio, story, and character design. Both games are fairly loose on the time/stamina crunch.
I am curious if they extend the automation/coding much further beyond just adding more commands and helper utilities. At least as far as I got there's no quasi-coding or conditional/branching logic, it's limited to commands and loops. It all revolves around using tarot-themed robots to do the tilling/sowing/watering/harvesting for you. I have a gut feeling that the game isn't going to have as much depth as I'd like, but I certainly could be wrong.
It's one of those games where you start with a really small village and over the course of the game more villagers get added and you have quests to make them feel welcome, which I do like as an approach vs having the big dump of 90% of villagers upfront.
I wish I could figure out how to feed the seedcake, or even just spare seeds, to my raven familiar. Seems a shame there doesn't seem to be a way to do it when he's constantly talking about eating seeds in dialogue.
Day 25:
I scrolled down further in my backlog for today.
My first attempt was Out There Somewhere, bought in the same bundle as Camera Obscura in 2016. It starts as generic 2D shmup and then when you eventually die it switches to a 2D platformer. The platformer's most unique feature is a teleporter gun. I only played 5 minutes because the main movement controls used the arrow keys without any ability to remap them, and my keyboard is 60% form factor.
After that I gave a shot to Intergalactic Bubbles, which came in the same bundle as Marble Mayhem. It's Bubble Shooter with a 3D orientation and some unnecessary, but enjoyable, physics. There's also some power-ups/upgrades but I couldn't really find a reason to use them for the first 20 rounds I played until I got bored. There wasn't anything particularly bad or wrong with the game, the pure arcade games just don't feel super engaging anymore.
Day 26:
Another 2 game night.
The first one I tried is Doc Clock: The Toasted Sandwich of Time. This is... bad. Like tragically bad. The idea behind it is great, it's similar to Zelda BOTW/TOTK in terms of it being physics-ey puzzles where you start with manipulating objects to solve the puzzles and then move on to combining them into vehicles and such. The problem is that the physics engine is way way way too basic for that. Instead of there being multiple ways to potentially solve a problem as long as you figure a way to hit the lever with an object, you instead need to do it the exact way the developers intended because otherwise objects will just go through the lever. You can't even fling objects despite the character having a robotic arm manipulator that's perfect for that. And the very style and characters suggest it would be a very physics-y game, being a--Rick (from Rick and Morty) like--mad scientist with robot companions and a time machine. And overall, the game just drips with a lack of polish and care.
After that disappointment I swapped over to Hexcells Plus. It's similar to Tametsi where it's minesweeper+, but Hexcells sticks to just a hex grid and adds in mechanics well past what minesweeper has. I like the pacing of hexcells more than tametsi and the difficulty vs satisfaction curve feels more enjoyable to me personally. The main problem I had is that it's basically backwards from Minesweeper in that you left click for what's essentially the mine. It took some conscious effort to fight the urge to do it backwards, but that faded quickly. It is a game I think would work better for me on mobile than desktop.
Day 27:
Alt-Frequencies is a unique game. It's a puzzle game I guess, the mechanic revolves around scrolling to different stations on a radio, selecting a snippet of audio from one station, and then submitting that snippet to another station (like you're calling in). So like one station has a person ranting about traffic and you capture one sentence and then submit it to a station talking about whether the mayor has done a good job. The main riddle is finding the one block of dialogue that would make sense in the context of what's on the other channels. And there's a groundhog day element to justify having the stations playing on repeat.
It's a pretty short game, I got through half of it. The worst part was the tutorial, which uses phrasing like "press the key you chose to bind to record" but doesn't say what that key is (and it's not something I chose, it was a default I was never shown). The first time I tried playing, I tried to pull up the control mapping and that caused the game to get in a weird locked up state. But restarting and trying again it worked.
The gameplay is surprisingly engaging once you get into it, but it's certainly not something that would scale. The writing is a bit cheesy but not bad.
I got this alongside a couple other games ahead of the studio shutting down and taking the games down from the store, which I think I found out about from a thread on here.
While @kfwyre is playing endangered games, it's cool to see an actual extinct game be played. Nice one! I'll evidently not get to try it myself, so I'm glad to read about the experience second-hand instead. The premise is definitely unique, and as I've alluded to in the past, I love anything time-loopy.
I imagine there's an element of waiting to this one that might get old. Though if there's enough separate threads to follow, you might not have to sit idle for long. Or perhaps there's ways to fast forward (I'd like this for real radio stations sometimes).
Thankfully there is a fast forward button
I hadn't heard of this one before, but it looks cute. It definitely seems to focus more on the storyline than the technical logic puzzles, at least compared to other "programmer games". Maybe it could serve as a good introduction for heavier hitter titles, like Zachtronics?
I share in your disappointment about the lack of ways to eat seeds. It should always be possible to eat seeds, in any game.
You'd definitely need one or two other games in between before you reaching Zachtronics. I'm enjoying it, I've been playing it after getting full with the other games the last couple nights, but the programming part continues to confuse me. There's a variety of cards available including some with specific conditionals, but it's simultaneously overpowered for what you need to do and underpowered for being able to truly automate things. I just hit a part where there's a second type of thing you can do with the robots, so maybe as the game goes on you hit a point where it's more sophisticated.
I've got a busy week ahead of me trying to fill nine more slots. I have a few already cooking, but there are still a lot to go!
That said, I've got Monday off work and boy am I feeling motivated to play a lot then.
Ascentβ Mr Rescue
Happinessβ Heeey! Park-Boy
Styleβ Assault on Proxima
Nicheβ Blast Rush LS
Absenceβ Vartio
Resistanceβ Zodiac XX
Contrastβ Quiet City
Causalityβ Forgotten 23
Incrementβ Aris Arcanum
Defenseβ Cards and Towers
Choiceβ Crescent Bay
Humorβ Elephant in the Room
β Wildcardβ Keyboard Sports
Visionβ Rogue Mansion
Slow-burnβ Kaamos
Loveβ SuperTuxKart
Simpleβ Donna: The Canine Quest
Traditionβ Blue Maiden
Orderβ THOR.N
Unlockβ Roman Sands
Prideβ co-open
Uncertaintyβ Bubsy 3D: Bubsy Visits the James Turrell Retrospective
Transformationβ Subserial Network
Verticalityβ Woten
Chaosβ Pie in the Sky
Quiet City (played via Humble App)
Endangered? Of course it is.
I originally was going to shoehorn this into contrast on visual grounds, simply because most of the game is in black and white. It felt a little cheap, but then again, with so few slots left, it's getting harder and harder to match them to what I want to play.
I'm happy to report that, after playing the game, "contrast" works well for a different reason, making this a perfect fit instead of a weak one.
In the game, you're a pixel person inside of a small, top-down 2D neighborhood. As you visit different parts of the city, you can engage in or activate different activities. In one area: hopscotch. In another: jump rope.
There is slightly more to the game that I won't go into so as not to spoil anything, but it's very simple and reminded me more of an interactive children's book than an actual game (though, fair warning, some of the activities depicted are not kid-friendly). The whole thing is over in less than 10 minutes, though it does come to a satisfying conclusion on its own terms, I feel.
I don't exactly recommend it, but I don't think it's bad either. It definitely feels more like a game jam prototype than a full release though.
Crescent Bay (played via Humble App)
(Yet another endangered game)
I have to assume the build of this game is more of a demo or teaser than a full game. It features a lofty (and in my opinion overwritten) intro which leads into what is effectively a tutorial session for the mechanics of the game. Once you complete that (which takes less than half an hour), the game is done, though it's clear that what you've witnessed is really just the inciting incident of what seems to be a much larger arc. Given that this released back in 2017 and I can't find any updated information on it, I have to assume that the grander plans for a larger title never materialized.
Which is a shame, because the core mechanics of the game are solid.
You arrive at your friend's house to find that she's been the victim of a crime. You immediately start investigating the evidence in an attempt to piece together what happened.
The game gives you a dictionary of relevant words. Choose the correct ones applicable to the evidence, and you'll activate a memory that shows one of the events of her evening. So, for example, when you enter, it's clear she had been eating
dinner. Once you select that word, you unlock the memory of her sitting at her dinner table, commenting about how she burnt her food. This then clues you in to selectingburningandfoodtogether, which unlocks another memory, showing her at the stove.Once you have multiple memories unlocked, you can to sequence them, putting them in the order you believe that they happened in. Unlock all the memories and correctly sequence all of them to entirely reconstruct the chain of events and advance.
It's honestly a really cool concept for an investigation game, and I enjoyed the small bit that I played, albeit with some reservations.
For one, quite strangely, the order of the words matters when you select them. So
burning+foodunlocks that second memory, whilefood+burningdoes not. This led me to multiple instances where I had the correct set of words but had to shuffle their order. Not so much of a problem with two word combinations (though still a touch frustrating), but the game allows you to stack up to 3 words together, meaning that there are 6 potential arrangements, and you can't know if you've got them right until you try all of them. This is unnecessarily tedious.Second, the game would benefit from some fuzzy matching on clues. The glossary of words has some overlaps, and it's not always clear which specific ones the game intends you to use. Each memory only has one definitive word combination for unlocking, which feels a little too rigid.
For example, in the house, you can see bloody footprints as well as a bloody trail. It turns out though that
bloodis only used for the trail, but not for the footprints., which has a separate unlock not involving the word "blood."All of these complaints are things that I have to assume would be fixed had the game come to a full release and been playtested. As I said earlier, it's kind of a shame that this is only a small taste, because I genuinely would play a full game with this set of investigative mechanics. Environmental storytelling + clue finding + sequencing = very cool. It feels almost like a rough prototype for Return of the Obra Dinn in that way.
Rogue Mansion (played via Humble App)
I'm happy to report that this one is not endangered! I originally thought it was, but the Humble App version is only a "Sneak Peek" of the game. Meanwhile, the full game has a Steam page, went into closed beta in March and has a dev on the forums confirming that the game is being actively developed as of four days ago.
The game's pitch is essentially OG Resident Evil + Modern Controls + Eternal Darkness's Sanity Mechanic + Roguelike, which is, quite honestly, a great combo.
Instead of tank controls and fixed camera angles, the game is a third-person shooter that you can control comfortably and freely. You explore a procedurally-generated mansion, gathering scarce resources, fighting or running from threats, and solving puzzles. If you die, your run is over, and you can spend the meta-resources you accumulated to improve your character.
The Eternal Darkness (and maybe Illbleed?) inspiration comes in with a fear meter for your character, with things getting weirder and more threatening the more afraid you are. Thus, fear, in addition to health, becomes another resource you need to thoughtfully manage with the very limited supplies the game gives you.
It's clear that even from the "sneak peek" early build that the devs have a great vision for the full game, as well as the development talent to pull it off. I can see this being an indie sleeper hit once it finally releases.
The Humble build is promising but a touch barebones, but I also assume itβs quite out of date, so if it sounds interesting to you, the best path forwards is probably to check out the Steam demo for it or simply wait for the full release.
Pie in the Sky (played via Indie Pass)
You are a magpie with a penchant for chaos.
If you've played a Tony Hawk game, then you're familiar with the structure of this one. Each level is a small, open world area in which you're given a time limit and a set of missions to complete. Do enough of those, and you unlock new levels, in which you get more missions. It's as satisfying a progression system today as it was for me back when I was a kid.
The missions themselves involve the usual collectibles and points (yes, there's a point and combo system in the game), as well as doing things like, say, pooping on someone's head or knocking things over.
The game looks janky, and it very much is. The graphics feel like an upscaled PSX game, and the controls aren't super fluid, but also, that's all part of the charm. The game leans a touch in the direction of Unintentional Comedy Due To Clumsiness rather than Super Smooth Gamefeel, but it's definitely not a full QWOP-like or anything.
That clumsiness can get a touch frustrating at times, as I do think the game could be improved by a bit more polish (especially in the controls) but I still enjoyed it a lot overall.
SuperTuxKart (played via Flathub on Steam Deck)
Love
Why did I pick this game for that square?
Because this game is a free and open source project that has been in development for over two decades now. I mean, just check out this history of the project which starts with the original release of TuxKart all the way back in 2000. This game's origins are older than roughly a quarter of our userbase!
Anyway, if a group of dedicated programmers keeping a beloved game alive and improving it over time, year after year, and doing it all for free isn't love, then I don't know what is.
Unlike many of the other choices I've played for this event, this is the opposite of an endangered game. It's free and open source and continues to be maintained. It will live on for a long, long time. That's awesome. This is what a healthy gaming ecosystem looks like.
Getting it up and running on the Steam Deck is dead simple -- go to desktop mode, grab the game from the Discover app, add it as a non-Steam game. Optionally: use SGDBoop in Firefox to give it pretty cover art and a banner. Boot back into game mode, then load it up and play.
Gamewise, SuperTuxKart feels like a Dreamcast-era kart racer (again, non-derogatory). It's got an old-school appearance and feel which will definitely seem dated by modern standards but will scratch that retro itch for anyone looking for it. I've had a lot of fun with it, playing it off and on between other games. An excellent palate cleanser.
It's got a hub world with unlockable levels, each with their own challenges. The characters are cute: each of them representing some important open source entity. I forgot all about Pidgin being a thing until I saw them in the game. You can play as KDE's
geckodragon!What the game lacks in modern flashiness it makes up for in heart. It feels good to play a labor of love.
Also of note: the devs have announced that they are making a new entry in the TuxKart series: SuperTuxKart Evolution! I'm already hyped for it, though if the dev time of this game is anything to go by, I might have to wait a bit for it. XD
Anyway, with that, I have officially completed my
ULTRA-MOTIVATED GOAL-ORIENTED RESULTS-FOCUSED BLACKOUT BINGO
Now I can finally boot up Sid Meier's Pirates! for CGA, which I've been putting off ever since I discovered that the Humble App had actual load-bearing games that are dangerously close to collapsing.
Blast from the not-so-ancient past. I remember when SuperTuxKart was one of the few playable titles on Linux, alongside friends like Hedgewars and Battle for Wesnoth.
As great as it's been to have gained access to the wider AAA gaming library, I also think it's incredible that these classic games continue to tick along. STK in particular feels like it represents Linux gaming, and I love that it still receives major new content and graphic updates.
GREAT SUCCESS IN DESTROYING THE ENTIRE BOARD. YOU HAVE EARNED US A MAJOR STRATEGIC VICTORY.
THEY WILL SING SONGS OF VICTORY IN YOUR HONOUR FOR THIS.
Zodiac XX (played via Humble App)
Unlike some of the other "endangered" games I've played, this one feels fully featured. It's got cool stylized graphics, a good soundtrack, a narrative told through VN-style dialogue sessions, and even two different control schemes to accommodate different player styles (one gives you full control of the craft, the other auto-controls the ship's roll for you).
You, a member of the resistance, pilot your underwater craft and engage in dogfights and shoot down enemy targets using a variety of different weapons. From the little I played, it seems very well done, especially if you're into arcadey flight games. We're talking definite hidden gem territory here.
The reason I only played a little is, well, the game triggered my motion sickness pretty badly. Admittedly, part of this might be because I insisted on channeling the spirit of Ecco the Dolphin and spent a lot of time doing jumps and flips at the surface of the water, which is fun but not exactly the main point of the game and also mildly disorienting.
I gave it three solid attempts, but each time I was only able to play for maybe 15 minutes tops before the telltale feeling of headache + nausea started to set in. Now, I should qualify that I am someone who is VERY susceptible to motion sickness in games in the first place, and it's quite common for me to not be able to comfortably play games that don't let you adjust your FOV (as this one doesn't).
So, I'm actually recommending the game, despite the fact that it literally made me sick, because I think that's primarily a me issue and not the fault of the game itself. The game itself actually seems to be very well made and deserves more eyes on it than it's going to get languishing away as a Humble App exclusive.
Underwater Starfox (Seafox?) definitely works for a pitch.
I pulled up a video of this one because it sounded cool, and oh boy is that nausea inducing. The camera flips when dolphining are super disorienting. I closed within a minute.
I'm also susceptible to motion sickness, though for me, it's less about FOV and more about uncontrolled camera motions. View bobbing, camera shake effects, and dynamic zoom when sprinting can all be triggers.
I've noticed rarely that parallax effects can be disorienting too, but I think that's only when it's hard to tell apart the layers. Well-done parallax looks so good too that I can forgive it.
Roman Sands (played via Humble App)
Yet another endangered game, which have become my priority for this Backlog Burner over Indie Pass titles, simply because I expect Indie Pass to last at least a little bit longer than the Humble App.
Despite not being that old, this one apparently had a remake on the way. Steam has a page for it, though it still says "Coming Soon" despite the depot last being updated 25 months ago. Also of note, the "RE:Build" version looks to be changed very substantially from the original version (from the art style to the mechanics).
I can only speak to the original game, which has an art style I strongly prefer over that of RE:Build. The OG game has a sort of washed out vaporware aesthetic with great world design and utterly excellent sound.
The game itself is essentially a visual novel with free-roaming first-person navigation in between conversations and events. You wake up at a resort and things are... off. The few other characters you encounter think you're an employee, but you don't think you are. Time passes irregularly. The sun is getting bigger. People sometimes remember things, and sometimes they don't. You're stuck there and can't get out, looping from day to day.
The whole game is a surreal trip, engaging in things that willfully do not make sense and asking you to go along with them, which you do simply for lack of any alternative. It's deliberately strange, but also somewhat grounded. It's weird and unsettling without ever being scary. It does a good job of slowly expanding its scope as you play, with an early focus on unlocking new areas that you can visit
One thing I really liked about the game is that it has some large, impressive environmental areas, but the game will teleport you between key points within them, saving you the hassle of walking ALL the way across them multiple times. It's a really smart way of letting the player exist in a big area without making navigation of it tedious.
Despite personally loving the aesthetics and most of the execution of the game, I can't say that I loved its narrative. Weird-for-weirdness's-sake games aren't really my thing, though if you're someone who likes that, then I'd say this is definitely something you should look into. It's quite short by VN standards, taking maybe 3-5 hours to get through (the Humble App doesn't track time played, so I don't know exactly how much I put into it). I got to the ending just as I was starting to feel that the game was overstaying its welcome, so it's actually pretty spot on in terms of pacing.
I do feel a bit drawn in by the weirdness you describe. It sounds like a fever dream, as interpreted by a mind clinging desperately to their remaining sanity. A world where time does not play by its normal rules. Where events appear to be looping, but are they? You feel like you're learning, yet have a niggling fear that your sense of understanding is entirely artificial; no more real than the rest of this place.
It sounds like my kind of thing. I wish more games would give me existential crises.
Keyboard Sports (played via Humble App)
WARNING! WARNING! ENDANGERED! ENDANGERED!
This game has a Steam page, but if you go to the forums, there's a post from 2017 asking about the Q1 2018 release date, so I think it's safe to say that this one is going to be gone once the Humble App sunsets.
The game is hard to explain in words but is very intuitive to pick up and play. The way it works is that whatever scene your character is in has an overlay of a full keyboard across it. You can then move your character to any area in the scene by pressing the corresponding key, anywhere from
Left CtrltoBackspace, fromRight Ctrlto theTilde!The game initially starts you out by having your character simply move to specific locations relatively free of obstacles or urgency before developing into a full almost WarioWare-style series of minigames. You'll have to Frogger your way across busy streets, go ice skating, pick up something from a grocery store, etc.
The concept is elegant and well-executed. The game is bubbly and charming. The controls are deliberately awkward, but as you play you genuinely do get used to them and skill up, which is essential for the ending sequence of the game which puts you through a gauntlet.
The game itself is quite short (maybe 30-45 minutes depending on how bad you are at the final level (it did not go well for me)). It's hard to tell if it was intended to be that small or if this is only a playable teaser.
Either way, I thoroughly enjoyed my time with it. Normally I'm not a huge fan of intentionally-awkward-control games, but this one is acessible enough that the awkwardness comes more from the novelty of the control scheme rather than anything baked into the design. I could see some speedrunners getting very good at this and absolutely smashing it, by the way. (Note to any speedrunners: this game currently has no leaderboards and thus an unclaimed World Record -- it could be yours!).
I chose my Wildcard space for this simply because I have something else slotted for my final square:
Love.Oh, this one looks really cool. I love the bubbly art style and gameplay. It does seem to have just the right amount of awkward controls to still have a good time.
Shame to hear that it's likely dead in the water. Though there have been updates to the store page according to SteamDB, so maybe something is still happening there.
Dead Space Demake (played via direct install via Proton on Steam Deck)
I finished my Bingo card, but that doesnβt mean I need to stop playing games for the month! I still have plenty I could burn through.
This has been sitting on my Steam Deck for a while, and itβs a fantastic little treat. Itβs unfortunately not the full game, which would be awesome, but itβs the opening 30 or so minutes of Dead Space rezzed down to look and feel like itβs running on a PSOne.
The familiar mechanics are all there: the plasma cutter that you can switch between horizontal and vertical orientations, lengthy-limbed aliens that you dismember to kill, the diegetic health bar on the back of your suit.
The dev did a great job of simplifying the visuals while keeping the gameplay and locations familiar. I havenβt played Dead Space in probably over 15 years but I still recognized some of the spots you visit in the demo.
The dev also spliced in FMV from the original game, as well as sound effects and voice clips, which give the demake a very premium feel.
In fact, when the game opens with its initial cutscene, I saw the rough, uncanny character models and was like βhaha, thatβs great! classic demake!β until I very realized that those were actually directly from the original 2008 game which hasnβt aged as well as I thought.
It isnβt until the cutscene ends and the gameplay starts that youβre plunged back into a screen filled with imposter 90s polygonal goodness.
If you donβt have any fondness for Dead Space then this is easily ignorable, but if you are a fan of the game β and especially if youβre a fan of the game who also likes the extra chunky low-res 3D graphics of yester-yesteryear β then this is a fun little slice.
Also, it ran perfectly for me on my Steam Deck. I downloaded it, added the shortcut as a non-Steam game, turned on Proton compatibility, and enjoyed hitting aliens with stasis to make their arms easier to remove.
EDIT: I am apparently quite forgetful. I thought this game was new to me, but after posting this I couldnβt shake the feeling that Iβd played it before. I searched my comments for βdemakeβ to see if I talked about it here and, sure enough, I apparently played it during the last Backlog Burner and then promptly forgot about it (possibly because I didnβt actually write about it?).
No wonder the locations were familiar! π€¦ββοΈ
EDIT 2: Iβm thinking that last time I didnβt actually finish the game, which is why I didnβt count it for the Backlog Burner back then. Iβm pretty sure I started it up to make sure it ran and then maybe played a few minutes to make sure the controls were working, but I donβt think I went through the whole thing. So, I guess I can actually call this current playthrough my βfirstβ one of it, which makes me feel both more and less forgetful at the same time.
MY GOD, HE'S OVERCHARGING HIS CARD. IT'S NOT DESIGNED TO HOLD THAT MUCH.
I'm also extremely forgetful. The great thing is that I can rewatch movies and replay old games, forget that I've seen them before, yet still get feelings about what's going to happen. It makes me feel like a genius when I figure out the twist before it's revealed. It's not cheating if I don't know I'm cheating!
My Bingo Board
Time managementβ Touhou Mystia's Izakaya
Horrorβ Layers of Fear (2016)
Escape roomβ Escape First Alchemist
Onto week four! Finished up Escape First Alchemist with @Wes, and started another game that I'd like to play a little more of before I add it to my board.
I probably won't get a bingo this time around, but I'm happy to have completed a couple of games and find a couple more that I wish to keep playing in the future though this Backlog Burner.
I played Escape First Alchemist together with @Wes. Escape First Alchemist is a cooperative multiplayer. It's a "just long enough" escape room game with its twist being that you will make potions to solve different parts of the game. It clocked in at around three-and-a-half hours.
Puzzles were just challenging enough to make us both think, but not so difficult that we got lost in them. The game does a pretty good job of making sure you don't get stuck or lost for too long, all without a hints system.
For a puzzle game, it doesn't overstay its welcome (but also does have a save system, if it can't be finished in one session).
The alchemy system is a novel, but certainly not complex feature in the game. It serves as something to turn back to as you progress.
The story is nothing incredible, and the narrator can get a little bit grating, but it didn't ruin the experience.
There are no shortage of puzzles either. Wes and I split up for a bit to take care of knocking out puzzles, and meeting up back together for more tricky ones. There was definitely a tangible sense of progression.
Escape room games lend themselves very well to multiplayer play, and this one is no exception. They're simply more fun to play with a friend (in my opinion), so I am thankful to have played this one together.
Escape First Alchemist was a fun, little game to play together. Pretty, and polished.
A link to Wes' write-up is here.
Extra recommendation, for those interested in escape room/puzzle games
I will also throw a out a recommendation to try out Escape Simulator. It's a game in the same vein as Escape First Alchemist, with a large number of rooms to play, and a co-op mode that functions similarly. We got probably 20-30 hours each out of that game, without the extra paid DLC. This is one Wes and I also enjoyed together.
Magicka is the next game on my backlog I tried to play through and this one is a doozy. The negative Steam reviews it's been getting lately are quite accurate. Something about this game has made it incredibly crash-prone.
That's too bad. While I never finished the game, I did enjoy the chaotic madness of Magicka. Especially in a group setting.
I was also a fan of Arrowhead's Gauntlet, which released a few years later. More streamlined, but the mage class takes a lot of cues from Magicka's element blending system. Except the damn Red Warrior is always shooting the food.
Durinthal's Undiagnosed ADHD (Custom, 5/25)
Finally Fantasy Fourβ Final Fantasy IV
Supergiant Pleaseβ Transistor
Most Recent Purchaseβ Ravenswatch
Base Builderβ Fabledom
Visual Novels Take Foreverβ Doki Doki Literature Club
We'll have to see how much else I get done in the last week.
Base Builder β Oh hey Civ VII just came out with a new updaβ wait, before I spend the rest of the
monthweekend on that, I finished my first run of Fabledom. As it says in the description, it's a laid-back city builder and as far as I could tell on the standard difficulty, it's nigh impossible to reach a failure state.Gameplay loop: it's your basic city builder.
You have a hero and can recruit soldiers to fight but they're more of an auxiliary resource than a requirement as the only things on the map that can fight are a few isolated point of interest enemies that mostly stay put and I didn't even check to see if they would attack anything but my combat units. A dragon occasionally shows up but that's a world event that you either have ballistas to chase away or just give it gold; otherwise your army can be sent on missions to other kingdoms that has no other interaction beyond waiting for them to get back.
The core loop is pretty standard fare: visitors show up on a regular basis and want to move in so you need housing, then they become workers that can go harvest basic resources which turn into advanced resources by way of processing facilities. There are a few basic sanitation and desirability meters for housing that need amenity buildings and then food and coal (in winter) are consumable resources. Peasants and commoners are two classes of residents with different types of buildings for housing and work (some shared for the latter) but when visitors arrive you can determine which class they go into based on what open housing you have so it's easy to balance. Increasing population unlocks new facilities over time with a palace and nobles at the final tier, though the nobles aren't handled quite the same as the other classes and are much more limited as a late-game thing.
A lot of it's logistics management by way of city planning, since all the workers need to return home to eat if their job site is far away it's less efficient. Similarly getting resources from one facility to the next is the other part, e.g. grain from a farm to a windmill to make flour to a bakery to make bread which then gets taken to shops or homes, with any of the three resources possibly being stored at a granary along the way.
So beyond the core city building loop, there are occasional events that require resources and give bonuses or eliminate a crisis like with the dragon, overall they're limited and repeat regularly outside of a few one-time point of interest events on the map. Then the main objective of the game is to talk to other nations, court one of the other rulers via completing missions for them, and eventually get married to them for a happily ever after ending.
Simple, not deep, doesn't seem like there's much in the way of extra complexity or variation that I missed out on unless there's a lot locked behind the higher difficulty levels. It took close to 13 hours for the full run, but it's the last two hours or so that were the most frustrating.
The final objective is to throw a wedding, and for that you need 1000 gold (easy), 500 bread, 500 juice, and 300 of a magic-related resource. I spent two hours trying to accumulate enough bread because there's no way to direct bread toward that specific objective or tell villagers to stop eating it, so I needed to outpace the consumption by a large enough margin to keep it above 500 bread stored across my entire kingdom. I ended up having to trade with all six other kingdoms to get every last grain, flour, and bread from them and then on top of that have a special event with one of the other rulers that stops my workers from feeling hungry for a while so I could build up enough stock. I ended up building a dozen windmills and bakeries just for this.
I didn't have a problem with gold or the magic resource because those are only spent when I choose to use them and I was steadily net positive. Juice wasn't a problem because the lower class didn't drink it and it was easy to out-produce consumption. So when I finally reached over 500 bread at 4:30am this morning I frantically clicked on the buβ what do you mean the button doesn't automatically become enabled once I have enough resources? Anyway, frantically clicked off the building and back on it again so I could click the button to start the wedding.
A short storybook wedding and epilogue happens (with very glitched out narration because that broke earlier in this session for some reason), and then you're dropped right back into the game where you left off for your happily ever after expanding kingdom. I promptly quit and uninstalled the game before going to sleep.
I once played a Minecraft modpack that required a million dirt blocks to turn in a quest. I built hundreds of machines to generate dirt, but even after days of idling, it still wasn't enough.
Eventually, I deployed a massive quarry in the Nether, programmed to mine netherrack (the most common block there). It naturally replaced those blocks with dirt - an ostensibly "worthless" block - just to prevent block updates that might cause lag. I then used advanced mining tools to strip hundreds of blocks at a time, automatically compressing and storing the dirt as needed. Getting it ready to turn in.
It still took many, many hours to complete. To this day, it's probably one of the most pointless things I've done in a video game. But somehow I don't regret it.
Your quest for bread reminded me of this folly. Turning all production towards one random resource to a ridiculous degree, all in the aim of completing a checklist item and moving on.
As nonsensical as it was, maybe you'll remember it fondly in a few years, as I do my dirt.
I've only played near-vanilla Minecraft so the scale that some mods get to is interesting to me, but even then a million of anything sounds like an absurd request.
The amount of bread I needed seemed reasonable on the surface since I regularly had that amount or more of most non-food resources, there was just no way to guarantee steady progress toward that goal. Stocks dwindle in the winter since production stops and the amount I had at any given time ended up yo-yoing quite a lot.
Not sure how much of the game I'll remember overall. I'd rather think back on something like Frostpunk where even if I didn't like the gameplay itself, it's memorable for its setting compared to a fairly generic fairy tale fantasy.
SingedFrostLantern's Bingo Card (Standard/Flow, 8/25)
Fleetingβ Pyre
Identityβ Stray Gods: The Roleplaying Musical
Transformationβ Berserk Boy
Thresholdβ Death's Door
Connectionβ 13 Sentinels: Aegis Rim
Precisionβ Sunblaze
Dualityβ Astrea: Six-Sided Oracles
Traditionβ Uncharted: Drake's Fortune
Identity - Stray Gods: The Roleplaying Musical (GOG)
Stray Gods is basically a Bioware game with just the talking bits. It's about Grace, a listless singer unsure of her Identity with the player getting to pick out her main trait at the start of the game and associated unlocked dialogue options: Charmer, the
Light Side Paragonwhet's all be fwiends uwu, Kickass, theDark Side Renegadeaggressive and confrontational, and Clever, the smart one who can connect the dots, see plot twists coming, and has more knowledge of Greek mythology. I chose Clever because duh, smarts. The start of the final act gives a second trait from which I chose Charmer, but also regret; like it does unlock the more empathetic lines which I wanted, but it also delves into generically heroic and forgiving and "It should have been me, not her!" lines. I would've told myself to go Clever + Kickass if I'd known.So the main plot is about Grace getting accused of murder after Calliope, the Last Muse who made friends with Grace just the night before, goes to her apartment and dies in Grace's arms with her godliness getting transferred over. Grace gets to find out the Greek gods are real and ready to execute her for her supposed crime before getting a stay of execution and told to prove her innocence within a week. While the main plot is about figuring out the Identity of the (incredibly obvious) killer, it's also railroaded with all the main plot points guaranteed to happen. Therefore the focus is on the Identity of the cast, old gods in a new world, with Grace learning about them and influencing them in her journey towards the truth and discovering herself.
(Minor?) Act 2 scene spoilers
Idols gradually get the memories of their predecessors which leads to Grace having a small Identity crisis when she learns that she's going to become Calliope since she'll end up with a lot more of Calliope's memories than her own. She learns about this from finding out about Aphrodite effectively killing herself and choosing a new host every 20 years since she isn't able to deal with the PTSD of getting tortured by Nazis and using the transfer process as a temporary memory wipe. Eros ends up asking Grace for help since the cycle of grief is never-ending and Aphordite isn't able to move forward. It's also funny not-funny that I've now played two games in a row about old people enforcing their trauma on the younger generation.
Overall, it was... fine? Familiar with Greek mythology by osmosis, but not a buff for it or musicals so I just vibed through the story plus it was "free" from my brother's amazon prime I think. Didn't romance anyone in the playthrough, but I would've chosen Pan since I'm a sucker for the sly, shady trickster who's hiding their helpful side.
Well there's also the cast doing a lot of double-thinking about whether Idols can be harmed by mortals. Everyone comes to the conclusion only an Idol would be able to hurt another Idol, but everyone suspects Grace because she ended up inheriting the Muse's power. However, there's also how a lot of Idols passed on their powers after dying of mundane mortal things like a car crash or getting shotgunned and the idols at large hiding from the mortal world, so it's just weird that no one points out the contradiction in-universe.
There's also the DLC story about Orpheus figuring out what to do with himself and his Identity after the events of the game, but it got a little too "ancient person marveling about the modern world" for me to really get attached.
Oh cool. @Durinthal previously played this one previously, taking it more from the musical side.
It does seem like when games let you choose a personality or alignment, there's rarely much nuance to it. Where paladin-type characters will never waver in their justice, and evil characters are constantly twirling mustaches and seeking revenge for something or other.
I imagine it's tough to strike a balance to where the player still feels their choices are being respected, but they're not having to endure over-acting and cheesy lines all the time.
I'm also reminded of L.A. Noire, where "doubt" often results in an angry, shouting response, instead of asking like, "Can you corroborate that?".
Aestheticβ Gamedec
Resistanceβ Tyrion Cuthbert: Attorney of the Arcane
Chaosβ 911 Operator
Tensionβ The Hundred Line - Last Defense Academy
Sigh, our fearless leader has abandoned Team Mellow. That's OK, I'm still carrying the torch, quite lazily. Just added one more game.
Tyrion Cuthbert: Attorney of the Arcane
Tyrion Cuthbert: Attorney of the Arcane
Released on Steam: 2023-06-23
Purchased by me: 2024-06-24
Time/Amount played: 12hrs
Developer: Diamondhenge Entertainment
Publisher: Diamondhenge Entertainment
**Theme: Resistance
(Too mellow...OK, too lazy, to record. No LP again...)
Alright, back to mystery/courtroom games. I chose resistance since a major part of this game seems to be speaking truth to power and fighting back. But through the courts. The ability of law to be used by normal folks to take down the rich and powerful who are abusing their status and the common folk.
Wouldn't that be cool if that worked in real life? Guess this is why I play games; to live out fantasy.
OK enough political snark.
Definitely an Ace Attorney clone, probably more so than some of the others I've played, but I think it stands on its own still. It takes a lot from the AA series, but doesn't necessarily exactly copy those concepts and mechanics, other than the core mechanics of investigating and talking to witnesses and the courthouse battles. The game tries to have its own spin.
The characters are fun, too. Iβm enjoying some of the more PG-13/Teen-level humor. In one case, the MC, Tyrion Cuthbert, and his bodyguard/assistant Celeste McCoy, were investigating the mage's academy, which is like a boarding school. They had to check the student lockers. Tyrion opens one male student's locker and says something like "Huh, several bottles of lotion and a distinct odor...wonder what this is about..." To which Celeste is like "Really, Tyrion? Wait! Don't touch those with your bare hands!" π¬ Definitely a different type of humor from Ace Attorney's!
I just finished the second case, and I'm assuming there are five cases like most AA games. So, I'm likely approaching the halfway point. Enjoying it so far and hope it continues to be fun and interesting until the end.
It's interesting that Ace Attorney clones have started to become established (right down to the objection!). I do like the magical spin on this one, though, and from a quick look through a video or two, it seems to offer high production values.
YOU TOO CAN FIND SALVATION THROUGH MOTIVATION. COME, AND I WILL SHOW YOU THE MEANING OF TRUE POWER.
The magical system in inspired from the "Professor Layton vs PW:AA" crossover game. But it's definitely more fleshed out in Tyrion Cuthbert. It really just acts as another "layer" of evidence, but it does make things more organized and somewhat less difficult? Like in AA games, especially in later cases, you can have TONS of physical evidence and testimonial evidence, and keeping track of it all can make your head spin. I have absolutely save scummed repeatedly because I'm literally going down the list, presenting each piece of evidence until I Game Over or find the right one, because I don't know what it's asking. It was even worse in earlier games when characters profiles also could be presented as evidence. So sometimes I had to go down both lists, one by one!
But in TC, by creating another category of "evidence" -- the magic spells -- it just makes it easier to track and know what kind of evidence you need to present at certain times. "Hey they're clearly looking for a spell right now; let's look at the spells. Oh now they want non-magical evidence; let's look at that." I like it.
And yeah, I'm amazed that the whole "OBJECTION!" presentation isn't like copyrighted or patented or something. It's so iconic and recognizably Ace Attorney. Though I have no clue how that works. Maybe the Law & Order showrunners would scream "OBJECTION!" =P
Now I want to see a video of a real lawyer doing that in an real court of law! Someone, somewhere has to have done it by now, right?
*sigh*
Causalityβ Gods Will be Watching
Timeβ Strange Horticulture
Complexityβ Ironclad Tactics
Trustβ Nex Machina
Peaceβ Wolfenstein: The Old Blood
Perspectiveβ Wolfenstein: The Old Blood
Harmonyβ Beyond Blue
Conflictβ Wolfenstein: The Old Blood
Causality, Complexity, and Harmony: A tale of wandering minds, mechanical monstrosities, and the joys of real life.
Causality: Gods Will be Watching
Since I was a kid I've loved to play what I now call The Causality Game when I found my mind had been wandering for a while. I'd trace back the thoughts to see how far I could go. Each thought was triggered by some previous thought. I only rarely get to the source, some external stimulus that begins the whole process. One result is that by trying to remember them, I'm aware of the sheer number of thoughts that are ephemeral, then gone forever. Contributing nothing other than a link in a chain of thoughts that itself may have no effect on me or the wider world whatsoever. Woah, dude.
I mention this just to preface that I like to ask the question of why I made some decision, either in the past or present. Take a game like Gods Will be Watching, which (spoiler) I played this week and didn't like much. What about it spoke to me in the moment I bought it? It wasn't a bundle or a gift, it was a conscious purchase during the 2015 Steam Summer Sale. I don't think I've ever read anything about it before or since. I only paid $2.49 for it, so its possible the pixel art, cool title, and a Linux build were good enough for me. Unfortunately the full cause is lost.
However one cause I do know is what led to me playing it today: pure guilt. Not the normal backlog guilt of unplayed games though, but in fact a far worse one: that of fraudulent metrics.
Not too long after buying this game, I found myself absent-mindedly playing around with some command line tools that interacted with Steam. Mostly I was just curious about what they could do. It could, for example, download games directly from the depots without involving the Steam client, useful for grabbing Morrowind assets to use with OpenMW. There was an option to "idle" a game as well, essentially convincing Steam that it was open without actually needing to play it, apparently useful for trading card collectors. Without much thought, I tried it, choosing at random Gods Will be Watching. And that's how my Steam account forever and irreparably reports that I spent 7 hours in a game I had until recently never played.
Oh the humanity! This is as bad as the time I left my PS3 connected to a communal TV and some of my roommates used it to play a basketball game, resulting in achievements for the game on MY account! What if an archeologist was reconstructing my life with Steam playtime and Playstation trophies? They would think that I played games I didn't actually play. They would be WRONG!
So obviously I had to actually try the game. I like the art style a lot (though perhaps overexposure to indie pixel art games has lessened my enthusiasm), and the story is intriguing. But once I got to the interactive parts, the game lost my interest. I was surprised that it was essentially a point and click adventure game, but organized around making the right selections among a series of characters that felt more like fiddling with inputs with tenuous connections to my goal. Even after dropping the difficulty down to story mode I still hit a fail state a few minutes in, which was enough for me to drop the game completely.
On the plus side, as I played this game and experienced some mixture of boredom and frustration, my mind wandered toward my bingo board and what game might slot its way into the complexity category.
Complexity: Ironclad Tactics
Tactics games are interesting to me, though I've rarely played them. I can also say the same for Zachtronics games, which are beautifully complex in a way that both draws me to them and pushes me to choose a different game that doesn't require fishing out my printed copy of the manual to remember how to write assembly code.
So when I realized I had a Zachtronics Tactics game in my library, I just had to try. And I shouldn't have been surprised that it was nothing like I expected.
Its not even a tactics game like I had expected: the isometric hex or grid-based setups of Final Fantasy Tactics, Fire Emblem, and the monumental open source game Battle for Wesnoth. Instead you deploy units to one of several lanes where they'll march forward intending to cross to the enemy's side. Your opponent is doing the same from the opposite direction, playing out like a tug of war. Units are deployed, upgraded, and moved between lanes using cards that are dealt as the game plays out. Meanwhile, a story is told about its Steampunk American Civil War setting via comic panels between missions, and I'd say lighthearted comic book is a good description of the overall mood of the game.
I played several missions and while I appreciated the increasing depth of the game, once a difficulty spike hit it felt like the right time to move on. I'd classify this game as another brilliant Zachtronics game that I probably won't play any more of. While games as challenges to learn and overcome is a very valid reason why many (including me sometimes) play, I needed something more meditative, something harmonious
Harmony: Beyond Blue
About 15 years ago I went scuba diving for the first time. By an island off the coast of Central America, I sunk down below the surface into the world of the coral reef. Diving equipment, incredibly heavy and clumsy while on the boat, transforms into a swift and graceful way to move underwater. There are many distinct memories: swimming along the edge of the drop off into the deeper ocean, colorful coral on one side and endless blue on the other; finding myself inside a school of thousands of small fish, who formed glinting silver walls and a ceiling around me; even just meeting a curious sea turtle up close. I don't think my words could ever fully capture the experience, but maybe a game might?
Some games have certainly tried. Subnautica has the visual beauty, and the sense of curiosity on what lies deeper down, but its an imaginary alien world, not our own oceans. Abzu has wonderful movement and locations, but they're abstract and surreal. What about a game set on earth, about diving the way I've done?
Beyond Blue is a short game about a research team following a pod of sperm whales. Its probably better described as an interactive museum exhibit, and will actually teach you about marine biology and conversation, but the action of the game itself is swimming underwater and scanning all the underwater creatures you see.
I enjoyed the game for what it was, edutainment that didn't overstay its welcome. But did it capture the feeling of diving? Unfortunately no. There were too few small fish, while the big ones (whale sharks, hammerheads, sperm and humpback whales) all seemed to swim by so often they became commonplace. I liked the way the game visualized the underwater world, but too quickly it became: swim to the next objective, scan, repeat.
I can't speak too harshly about a game so invested in keeping the ocean and encouraging a harmonious co-existence. But for now, to really experience the ocean I'll still need to put back on my mask and fins and jump into the actual water.
So that's it then? Finishing the month a single game away from blackout? And legacy at that. Couldn't I find a way to make any random game about legacy? Could I load up a SNES rom and play for 10 minutes to count it? Could I just do anything but leave a single uncompleted square on my board?
Of course I could. But that would require a little thing called motivation. Let it be known far and wide that dannydotcafe never betrayed the sacred principles of Team Mellow!
But like, the win is RIGHT THERE! HOW CAN YOU NOT?!
Note: secretly I admire your conviction, but, as a Team Motivated diehard, I would never admit that publicly.Also your passage about the guilt of having "unplayed" time on Steam could not hit more close to home.
Shortly after Steam released those (annoying) trading card drops for games and you could get actual real money out of them because they were the new hotness, I ran an idler on my account.
In theory, it played one game at a time, waiting until the game dropped all its cards, and then moved on to the next one. Also, in theory, I only queued it up for games I had no actual intention of ever playing.
And it worked really well. For a bit.
But then one time I left it to run and came back to find out that not only did it not stop idling after the card drops were done, but it also wasn't running one game at a time. No, it randomly chose ~20 games and ran them concurrently. For over 20 hours.
I used to love to sort my Steam library by total playtime as a way of looking at my most-played games the way people love their Spotify Wrapped each year. Not only could I not do this anymore because so much of the list was populated by stolen valor, but I also felt simultaneously obligated to play the games out of guilt but also not wanting to play them at all because doing so would push their playtime even FARTHER up!
That was well over 10 years ago and I'm still bothered by it. One of these days I'll download them all, throw Steam in offline mode, and try them all out or something, just to close the door on them.
It sounds like you've got November's theme already picked out!
I've run Steam idle tools too. While I am annoyed by the incorrect hours on virtually all of my games, I do think it was worth doing. I've earned something like $300 CAD in Steambux, and having "fully idled" those games means they now randomly drop booster packs, too.
Also, as much as the inaccuracy makes my OCD itch, I think knowing that my time is being tracked to the minute is also a little uncomfortable. Even playing Quern earlier, I had a slight feeling of being on the clock. So having that time be fuzzy is almost appreciated sometimes.
Final point: Steam didn't used to track hours, so my oldest games were already inaccurate. Not to mention those played on other platforms before owning them on Steam.
Maybe these points will help assuage your concerns -- or make them considerably worse.
I love the self-reflection. This is the kind of navel gazing I can get behind.
I sometimes ask myself: "Why did I do that?". Not in a disparaging way, but just because I want to know what motivations influence me to perform actions, without any post-hoc justifications. Why did I walk to the kitchen and grab a snack? I don't remember actively deciding to do it. I just did it. Why? Was there a momentary delay in other stimulus? Was it habit? Was a biological process involved?
All of that is to say, I relate to your thought exercise and can introspect with the best of them.
Great selection of games, and really interesting thoughts on each of them. I can only imagine the experience of diving the corals. And while I spent a few minutes with theBlu, I ultimately found myself wanting more.
Now don't think I'm going to overlook your unmotivated faux pas. The Mellows have been sitting around and letting their bingo cards go to waste. The nerve of it! I should be mad, and yet I can see the true motivation within you. Even now, as you stand headstrong in the face of adversity, you reveal your true self. Your true... motivation.
Come, join us. We have fireworks.