Archive for the ‘Game Reviews’ Category:

Lovely Heroines (NSFW Going Back)

Source: Cashmoneys
Price: £3.99 (or the option to donate more on Itch)
Where To Get It: Steam, Itch.IO

Content Warning: Anal sex.

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Space Love Delta (NSFW Going Back)

Source: Cashmoneys
Price: $3.99 or more (Approx £3.10 or more)
Where To Get It: Itch.IO (NSFW and SFW)

Content Warning: Anal Sex.

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Pleasure Airlines (NSFW Going Back)

Source: Cashmoneys
Price: $3.99 plus donation capability (Approximately £3 at time of writing), or £2.79 on Steam.
Source: Steam , Itch.IO

M/M Gay Content, but no content warnings

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Tangle Tower (Review)

Source: Cashmoneys
Price: £15.49
Where To Get It: Steam

Families can be… Difficult. The unspoken. The misspoken. The very much spoken. As much as they can be a joy, people to hold onto in difficult times… They can equally be a burden, a curse. And the latter is… Sort of true in Tangle Tower, a mystery adventure game where the murder of one of its scions not only causes grief for the family, but exposes the cracks, the pain that’s already there. The failed dreams, the self delusions.

I can’t help but like Poppy. In a way, she’s the most honest of the lot.

Families can be difficult, and never moreso than when there’s a death in the family. A death, in this case, that was premeditated by a family member. But who?

Well, that’s your job, as Detective Grimoire and Sally. To solve the murder of Freya Fellow, an artist and lover of insects. And while the game is most definitely pleasant, the story of the murder itself? Well, murder can be for some not very rational decisions.

Anyway, the game. The game has three or four base elements to it: Investigating the various locales of Tangle Tower, solving the various puzzles and puzzle locks around the house, interrogating the family members (plus a brusque fellow detective named Hawkshaw), and putting together those suspicions in one of two ways: By making sentences with two pieces of evidence and two sentence fragments, or by picking the relevant clue item.

This one caught me out for the longest time…

The most complex elements are the puzzles, and it warmed my heart to see that not only was there a clue button that would let you know where to go next if you were stuck (or who to talk to, if you had all the pieces to reveal someone’s secret), the puzzles would have hints. Not big ones, just a general hint on how to solve the puzzle if you took multiple tries, but that was nice. Add in that pretty much everything is done by clicking the left mouse button, or dragging it, and it’s pretty accessible to play too.

Aesthetically, it works quite well. Clear UX, so you know what is what and what does what, the soundscapes were nice, from the music that fit each character (For example, melancholy piano for Poppy) and situation (The eerie, final areas have an equally eerie tune), to the little things, like ambient sound. The art style is solid, painted backgrounds working well with the heavily inked, flat shaded characters, and the voice work? The voice work is good. You get the feel for each character, and, when their suspicious aspect is revealed, you can hear the defeat, the brittleness in most of their voices. I say most, because some are already brittle.

Fifi is one hell of a character. Autistic readers, if you play the game, lemme know if they’re good autistic rep, and I’ll edit this caption to reflect that.

As to the writing? Well, I can’t spoil it, but it follows the rules of a good mystery: Red herrings, misdirections, every clue having a reason to be there, and moderately good foreshadowing of various elements. Why is there a bloodstain on the floor when Freya was standing close to the painting when she got stabbed, in the chest? There’s fantastical elements, it’s true, from the more outlandish characters to the general idea of the island, a place where the lake waters mutate creatures and plants much more rapidly than the surroundings, to the eccentricities of the family.

And, of course, a little humour. Sometimes it’s the kind of humour that stays light, like the sarcastic banter between Grimoire and Sally. Sometimes, it’s the kind that, later on, makes you feel a little bad for laughing.

In any case, I finished Tangle Tower in a single setting, and, while it’s not the longest game, clocking in at around 4 hours for a playthrough, I’ve had a whale of a time with it. Not, specifically, fun, because fun isn’t, strictly speaking, the goal. But I wanted to know, know about the family, about the island, about the mechanics of this strange murder, and the reason for it. Well, I got all those things. And I recommend it.

The Mad Welshman honestly wishes the folks who still live in Tangle Tower well. Life’s tough, people need a break.

Meteorfall: Krumit’s Tale (Early Access Review)

Source: Review Copy
Price: £5.79 (£7.09 for game and soundtrack, £2.09 for soundtrack)
Where To Get It: Steam

Other Reviews: Early Access 2 , Release Review

Adventurers are not the smartest of folks. They run heedlessly into dungeons, and then scratch their heads as they’re faced with… A grid? A small economy system? A… Puzzle? BRUNO SMASH. Bruno dead. Whoops, Bruno should have listened to the tutorial of Krumit’s Tale, a fun little puzzle and deckbuilding roguelite in which you try to efficiently clear out a dungeon, with the only major criteria being survival. Of course, if you survive and leave a lot of item tiles on the board, you get more opportunities to beef up your deck. And that’s so very tempting.

All these tiles will be lost… Like tears in the rain. Time to die…

The actual rules of Krumit’s Tale are pretty simple. With an enemy, you attack first, unless they’re ambushing or blitzing you (the lightning symbol.) Killing an enemy nets you 1 gold, and gold is used to buy abilities. I mention this before things like parrying, where if you have more armour the the enemy’s attack? They’re stunned for a turn, which, effectively, counts for either two turns of damage, or the enemy’s death, depending on how much they have left in the (heart) tank, because you don’t start with weapons or armour.

You have to buy them, if you have the option. Once all enemies are dead, you’ve won, and the equipment and ability tiles you have left on the board are counted toward your bonus points. You get a free tile, you pick a special ability out of four, and then you buy tiles and rubbish cards you don’t want anymore until your deck size is the current maximum. Then you do it again. Die? You’ve earned XP, which will, over runs, unlock you new abilities for the character you’ve played.

A dangerous foe indeed!

The devil’s in the details, of course, with each new enemy having something that complicates matters, but the base ideas are tight, simple, and easily understandable. It doesn’t take long to get the hang of. Which is good, I like me some tight design! But what about… Everything else?

Well, it just so happens that I like the aesthetic too. Visually, it’s a cartoonish style, with some interestingly grim elements, and lovely little touches like the M of Krumit’s fluttering above the candle flame of the L, and the animations of each character. Speaking of characters, both of the currently available characters have their own… I won’t quite say “charm” , but character works. Bruno is definitely a barbarian of a man, with a constant, low key gargling of suppressed rage, and similarly, Greybeard the wizard is toothily muttering his incantations. Their designs, and that of the monsters, are pretty cool, and the music? Suitably creepy. Nice!

Yes, this would be an ideal spot. I love sneks!

This, the difficulty curve, the clever little things you can do (If your inventory isn’t used up, it counts toward that tile bonus, friends!), and its sarcastic, sometimes grim humour works well for me. As far as deckbuilder roguelites go, it comes recommended, even in this early stage, showing promise and polish.

The Mad Welshman loves the description of W’aggu. Alas, he didn’t screenshot it. Go play the game.