kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
I had no idea how to classify this one for reasons I will explain shortly. Abandoned, I guess..? It's hard to classify.

Familiars.io is a universally accessible browser game (it supports keyboard, click, and touchscreen controls, for PC and mobile consumption alike) that's basically stripped down, simplified Gen 1 Pokemon Online for the ZX Spectrum.

You pick an avatar and a starter mon and are dropped into the world with some balls, some antidotes, and some potions. Mon and bags of items randomly spawn everywhere, so go get them. There's nothing like an inn or a Pokemon Center, so healing depends on finding and using potions. There is no reviving; we're playing by Nuzlocke rules apparently. Moves do a set amount of base damage but can be modified by the target's physical/magical defense and type advantages/weaknesses. Leveling happens instantly (there is no XP gauge; you just gain one level per battle, period) and the per-mon level cap is 15, so you can raise a maxed out team fairly quickly.

This is all well and good, but ultimately this game feels more like a fun little sandbox demo project to run around in than anything else. There isn't really an... objective, per se? There is no dialogue or anything, not even so much as a way to interact with objects. There's one map, and it's a big and nice and well put-together map, but there's no real progression to it, no starting and ending areas or final dungeons or anything like that. There are a lot of rooms that look like something important should happen here, but they're all empty (remember, there's no such thing as overworld object interaction.) You really just wander around for the sake of wandering around, and collect items and grind mons for the sake of collecting items and grinding mons, and that's it. You can optionally turn on PVP and fight other trainers, I guess, but ehh.

The lack of healing besides hoping you can find enough potions scattered about makes things harrowing, too, unless you do what I did and bypass that mechanic entirely with the following setup:

1) At the start of the game, choose Patch.
2) Patch has a move called "Vampire" that does a lot of damage and drains some of that damage dealt back to you as healing.
3) Spam Vampire on everything that isn't immune to it until Patch is maxed out. (Don't fight the things that are immune to it; there's no reason to.)
4) At this point you could maybe try raising some other mon besides Patch, but like, why.

Anyway, this was neat until I finished that procedure and then the lack of there being any sort of goal or plot or progression or like, anything to do kind of led me to decide we're done here.

Is this game COMPLETE? I mean, how could it be; it's an open sandbox MMO with no actual end condition, nothing to make one think "there, I beat the game" besides self-imposed challenges like raising one of every mon or something.

Is it ONGOING? I dunno, I kind of stopped after the lack of goal got to me.

So it's ABANDONED, I guess...?

This was fun while it lasted, though. I do recommend checking it out, if only for the few minutes it takes for the charm to wear off, because it is charming.

To steal a quote about an unrelated game from [personal profile] xyzzysqrl: "An interesting idea, I hope someone makes a game out of it someday."
kjorteo: Portrait of a happy Celine hugging a big plush snake. (Celine: Plush)
One more buzzer-beater housekeeping clear of an entry, which is... not what I foresaw at the beginning of the year. But then again, that's always how Animal Crossing games go, isn't it? In with a bang, out with a whimper.

Animal Crossing: New Horizons was the glue that single-handedly held the first half of this year together. We preordered it and picked up our copy just (like one or two days) after our state's first wave of shelter-in-place lockdown orders came in... I remember being very nervous about whether GameStop was going to hold on for those final two days, since of course we had the physical version preorder so I couldn't just download it from home. Of course, given how GameStop went on to become the ur-example of a soulless corporation gleefully sacrificing its own workers to feed the capitalism machine no matter what, I guess I shouldn't have worried.

If you've never played an Animal Crossing before, it's a series of slice-of-life sims wherein you talk to your neighbors who are all furries, fish, catch bugs, buy clothes, decorate your house, decorate yourself, decorate the entire island, and just... relax. Almost everything is tied to the real-world time and date; the player is encouraged to check in with this or that task once a day, store inventories change daily, the weekly concerts happen on Saturdays (once you unlock them,) weather changes and bugs and fish go in and out of season throughout the year, etc.

Every time I've ever played an Animal Crossing game, it always follows the same cycle:
1) Become utterly consumed by it for months, clocking up 250+ hours in it
2) Eventually have my fill
3) Face the incredibly awkward guilty feeling of never having a proper exit plan in any AC game. The time starts to feel like pressure. I haven't played in like an entire week? Oh God, my villagers are going to miss me and be mad at me, there will be weeds everywhere, etc.
4) Burn out
5) Very eagerly look forward to the next game because they're always fantastic, though. Plus, if anyone I know gets into the game in the meantime, I will very happily dust my island off and hang out with them, help them into the world if they're new to the series, visit their island, have them visit mine, do all that social stuff. Come say hi!

The New Horizons experience followed a similar trajectory, only this time, the urge to build and customize entire islands all day never really left me. Instead... well... no points for guessing what happened this time.

Still, zero regrets. I mean, this game was our rock through the opening storm that was this entire pandemic. It has a warmth and charm and cute (and cute) characters that I still think fondly of even now. I sank 250+ hours into the dang thing! I don't care if by calendar that experience starts to lose its initial push in a year or two weeks; anything that gets that much playtime was--and still is--a great experience that was every bit worth its asking price. I loved this game. I still love this game. If someone new wants to get into it, I will dust it off and join you. It's just... you know. I think we're at that sort of awkward state now where Animal Crossing games always end up, where that's just what happens when you more or less feel done with a game that has no actual ending.

We still have that "ongoing" Let's Play that, yes, I do still want to wrap up. I have the screenshots. I figured where a decent stopping point would be. We'd be taking a "'TODAY' ON ANIMAL CROSSING" tone when this show was taped months ago, but it could work. We just. You know. I'll get around to that at some point.
kjorteo: Sprite of the New Age Retro Hippie from EarthBound, over a psychadelic background texture. (New Age Retro Hippie)
More housekeeping. I was really trying on this one until fairly recently, until I wasn't anymore. It still feels weird to be writing these, like I'm letting them go before they're actually dead. That feeling is wrong (I could still come back at any time,) but knowing something and feeling it... you know how it goes.

NO THING is a strange little indie gem that we acquired on the Switch eShop, but it was also in the Racial Justice Bundle, so there's a good chance you actually own it and you just didn't see it in there. If you do, you should play it! It's neat.

It the retro-future year 1994, and you are a simple office clerk tasked with delivering a message to the queen of ice. The game is a first-person auto-runner with exactly two buttons: Turn Left and Turn Right. Your speed gradually increases each time you make a turn, starting out at a brisk jog and eventually feeling like an F-Zero game, and your task is to stay on the path, not turn too early or too late, and not fall. Meanwhile, a non-solid visions of people, objects, or whatever nonsense the game wants to throw at you appear everywhere to sell each level's overall look and theme, there are randomly cycling aesthetic filters, and a robotic voice spouts cryptic lines every few turns. It... I think there's a plot here? I think? Or at the very least there are litcrit-able dissections and explorations of themes, which the game handles very well.

Consider level 6 as an example, which is done up to look like a suburb: the ghostly visions that float by look like houses, SUVs, and suburbanite families. The stage's main gameplay gimmick is that the entire first half of it takes place on a J-shaped track that just keels looping around in enough laps to lose count, and that alone plus the imagery gives it a sort of intentionally monotonous "everyday work routine" feel. Then the voice helpfully adds things like... well... the soundtrack is available on Bandcamp and includes bonus track "vocal" versions where the in-game voice is preserved for the full effect, so here's the level 6 one.

Anyway, as with a few other housekeeping ABANDONEDs from tonight, the main problem we ran into in this game is that it is brutally hard. Again, the object is to turn left and right and not fall off the track, which sounds easy enough, but by the time the speed gets blinding enough the timing can become... tight. The visuals and voice are intentionally distracting, and if you hear a line that makes you go "wait, what?" or can't quite see the next turn through the cloud of floating Ben Franklin heads or whatever and end up missing your turn and flying off the course, that's part of the difficulty. I made it all the way to level 7 (out of 10) and I want so bad to push on because we're past the halfway mark, only four stages to go, come on we're almost there (no we're not) etc. but man. Man.

So, yeah. This is 3D first-person vaporwave Clinger Winger complete with Talking Heads lyrics. Which is cool, I'll give it that. It's interesting as heck and I want to see where this all leads, but I'm just not skilled enough. Not... right now, anyway.

Anyway, if you're curious, the itch.io trailer has just about everything you need to know in a "That's it, that's the game" sense.
kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
A lot of housekeeping entries tonight, I know! I suddenly remembered that the cutoff for consideration in our awards this year is when we go to sleep tonight. Therefore, I am taking these "ehhh I kind of stopped playing this one a while ago but forgot to say anything" housekeeping entries we've been sitting on and sneaking at least a few of the important ones through before the buzzer.

Revenge of the Bird King is a Switch eShop indie thing we got when it was on sale for one cent. You are a bird furry. You toss seeds that grow collectible gun powerups, because that's how things work in this game. You have an infinite supply of seeds for the basic pistol, so planting and grabbing a new one whenever you find a safe spot is basically how you reload. The more powerful weapons work in much the same "plant the seed, grab the gun" manner, but their seeds are more finite in that they are sold for various prices in the store. Other than that, it's your basic retro throwback action platformer. Going between each stage is handled via an overworld that looks very similar to the style from Zelda II: Adventure of Link, which is honestly really cool and lends a sense of exploration at the same time it's pleasantly nostalgic.

All in all, this game is... fine, really. It leans a little too hard on the Rule of Awesome ("Eagle man plants GUNSEEDS and is BADASS with MANY GUN," the trailer would say if this store page had one, presumably with explosions and monster truck engine sounds in the background.) The graphics and sound are adequate. All in all, I would call this "Shovel Knight but not quite as good," but given how obviously outstanding Shovel Knight is, that's not exactly a fair way to judge quality. Like, of course this game's composer is no Virt. Who is?

Anyway this was fine. I think I kept dying on one of the stages and then took a break and meant to come back but didn't. But like. I enjoyed it, and I'm not ruling out a return or anything. It's kind of neat. It's hard to feel cheated considering the price we paid, but even without the sale, I'd say this one is decent enough. Just... you know. Life, attention spans, etc.
kjorteo: Scan from an old Super Mario Bros. comic, of King Koopa facing the camera and looking at his wits' end. (Koopa: Fed up)
Another housekeeping ABANDONED entry. I have nothing against this one at all. I never quit it on purpose, I was having a lot of fun with it, but at some point my attention span struck, other games came along, and I guess at this point it's been months since I touched it? Oops. I'm still not used to these housekeeping ABANDONEDs yet; it still feels weird to write this up like this one's dead (even though I can always go back and that's literally what the Extra Life category is for.) Still trying to get used to this. Please bear with us.

Mario Adventure is an incredibly ambitions Super Mario Bros. 3 ROMhack that adds a lot of features I would not have expected the SMB3 framework to support. Infinite lives (we know you're just going to try again and death is nothing more than a "go back to the world map and try this stage again" bounce, so let's not even bother with the unnecessary counter there,) coins are persistent and strictly a form of currency, the Toad houses can be visited as many times as you want as long as you have coins (thus making them shops more than anything else,) stages can be revisited as well, overall the world map feels more Mario World-like, speaking of Mario World the box for holding a backup powerup/item is there too, there are all new items and powerups....

It's an astonishing feat of turning SMB3 into an entirely new (obviously all the stages are original too) game that almost feels more like a demade Mario World hack than an SMB3 one at times. It's impressive as hell just from a technical standpoint, and the end result is a vast world that I really want to explore, and I had quite a lot of fun doing so for a while there until ??? . It takes a special patch for the game to work on hardware emulation (that is, if you want to put it on your NES Classic instead of playing it on PC) but it seems to work well enough for us once the patch is applied. Overall, it's neat and if it sounds like your sort of thing from the description, then it probably is.

I only have three major knocks against it, and two are the difficulty. First off, being a Mario ROMhack and all, this game is hard. It's... I mean, it's not Kaizo level or anything. It's not one of those Super Expert levels where they assume you're playing it on an emulator anyway so they may as well escalate things until savestates are required. There's no trolling. There's no reliance on arcane physics mechanics that casuals wouldn't have needed to learn before. There's none of this bullshit. It's like, hard by normal human player playing a normal Mario game standards. But it's still hard by those standards. Maybe comparable to some of the meaner parts of the Special World in SMW, I guess? The Mario version of Mega Man Unlimited, perhaps. It is fair, and I cannot stress that hard enough or frequently enough because yes I know how many Mario ROMhacks out there aren't, but you still will be grateful for those infinite lives.

The second complaint is the key mechanic, which on its surface is actually pretty cool. Beating the warship and the Koopaling of each region is no longer the end goal of that region; finding the key is, and that's a matter of some "in level 4, crouch for 7 seconds and then make a jump standing between these two specific bushes in the background to reveal a secret" nonsense. It's still worth it to beat the Koopaling, because clearing each region in that sense unlocks free travel (you can move all about the map and stages you haven't cleared yet will no longer stop you... roaming forced encounters like the Hammer Bros. still will though) and the thank-you letter from the Princess reveals a big clue about the location of the key in that region. However--and this is purely a matter of personal taste, but according to my standards--I feel that the key locations are a little too arcane even with the hint, approaching "bring a walkthrough" territory.

The third is the weather system, in that there are daytime, nighttime, raining, etc. versions of every stage and which one you will play is chosen at random every time the stage is selected. In theory, "the stage can cycle through different weather effects" seems like a cool and mostly harmless little visual boost that adds some variety to each level, and for the most part it is. However, one weather pattern in particular (when it's snowing, naturally) adds ice skidding physics, and the others do literally nothing except look pretty I guess. Thus, in practice you have a 1/(4? 5? I forget) chance of "oops, it's snowing, maybe I should just not even try and throw myself into the nearest pit and just load the stage again because the last thing this already-difficult section needs is to also be an ice level." This can be obnoxious when you started the stage as Raccoon Mario or one of the other high-level powerups because of course you still lose those on death.

Still, this is a cool hack. Even if it felt like beating my head against a stage I just couldn't clear, I was still having fun slowly (very slowly) forcing my way through it until I randomly stopped.
kjorteo: Screenshot from Kirby Super Star Ultra, of the avian captain from Revenge of the Meta-Knight making a o.O face. (WTF)
I'm used to reserving ABANDONED entries for when I very definitively swear off a game. When there's some kind of crowning "no, fuck this, I'm done" realization. There are so many games that never had that--games that I'm still fine with, games that I honestly could just go back to at any time and continue as if my last play session were yesterday, except that other games or real life or things happened, I lost track of time, my last play session was months or years ago, and I guess I just... stopped? And it happened gradually enough that I never even noticed that I'd stopped? I tend not to write entries for those ones, because this feels final, like I'm declaring a game dead, and I don't want to do that when nothing happened to kill it other than my own attention span. On the other hand, maybe it's been dead for ages, if I haven't touched it in that long, and this is just a long-overdue exercise in finally admitting the obvious. I don't know. It's... housekeeping, I guess. I should make more housekeeping entries. Maybe I'll even make a separate tag for them.

Anubis and the Buried Bone is a furry Maze of Galious-alike. If you adore the feel original Maze of Galious and perhaps a slightly more primitive La-Mulana but wish the cast were more yiffable, then you're in luck, I guess. I distinctly recall that there used to be SFW and NSFW versions of this game (the only difference being whether it included optional post-boss battle cutscenes of Anubis and the defeated boss plowing each other before returning to the game) but I can't seem to find the NSFW version anywhere as of the latest demo update. Perhaps the artist wished to prepare this project for a more legitimate release, since it was Steam Greenlit and all.

Good luck getting far enough to beat a boss even if you do have the mythical sex scenes version, though, because this game is brutal. Even finding the boss lairs in this labyrinth is a trick. Your character is slow and awkward, has very little health, and enemies play dirty. There are those goddamn fucking bird things that teleport all around the screen and shoot at you before teleporting again, you're nowhere near agile enough to dodge them, and they don't stay in one spot long enough for you to chase them down and kill them to make them cut it out. Every time you go through a screen that has one, you can either lose half your life trying to hunt the damn thing, or you can lose half your life trying to ignore it. The former is probably futile, because everything respawns the next time you go through that screen, anyway.

In other words, this is exactly a perfectly faithful Maze of Furryious and I'm not sure what else I should have expected. I don't think I'm cut out for this entire genre after all.

I've been sitting on this entry for "I mean I still feel like I want to get back to it someday which means it's not technically dead" reasons so long now that I almost considered having it somewhere in last year's batch of nominees, and I don't remember clearly but it very possibly could have been a consideration the year before, as well. The demo was last updated in 2016, which at least feels like the last time I actually played it, so yeah, I probably should have written this back when I was first intending to. Let this be a lesson to myself about these housekeeping entries, I guess: do them, you silly goose. If you still feel like maybe you could still come back to the game in question, that's what the Extra Life award is for.
kjorteo: Screenshot from Jumpman, of the player character falling to his doom, with the caption "FAIL" on the bottom. (Fail)
WOW! WE LOSE!

Bokosuka Wars is an old game that got ported around to various systems of the day, with the Famicom version the one most people would be familiar with in the days of emulation. It is... rather infamous early-Internet kusoge, with every early 2000s comedy site lining up to take a swing. Something Awful's ROM Pit covered it, for example, back when the non-forums sections of Something Awful were relevant to anyone or anything ever.

It's easy to see why: the game is kind of an impenetrable mess at first. The common take was and mostly still is "So you're this white blobby dude and you kind of die for no reason and get the WOW! YOU LOSE! screen and what even is this game?" I decided to take a deeper look, mostly because [personal profile] xyzzysqrl brought the world's least necessary sequel to our attention and, you know, I wanted to see if the original deserved a fairer shake than what it got.

Answer: Sort of. The common "lol what is this" perception, where this is bullshit and you die randomly, is completely unfair. Once you find a guide and actually learn how to play, there is a carefully thought out strategy game here. It's just that the clear-headed strategy game is also bullshit and you die randomly.

Okay, so, let's start at the beginning.

You are King Suren (protip: if you ever want to tell the reviews that actually gave this game a fair chance versus the early SA zeitgeist-chasers, look for the ones that actually learned and recite his name.) You start 600m (one step/tile is 1m) away from the enemy king, and the game ends when either he dies or Suren does. There are three types of allied units, each with their own power levels and abilities, and army unit management becomes the name of the game after a while.

Combat is done by taking the allied and enemy units' respective power levels, adding random numbers to each, whoever has the higher total wins, and the loser instantly dies. There is no health stat or "softening up" or "wearing down" units through repeated battle or anything like that; just a binary "two units enter, one unit leaves" roll. If an allied unit is victorious, it gains some power. Suren gets a flat +10 power per fight up to a cap of 320. Knights and Solders mostly get +10 per battle but they also get massive promotions with a +90 or so boost and a gold color upgrade upon attaining their third victory. Then the promoted units go back to +10/fight up to caps of 310.

Given this plus the way the combat system works, the idea is to have a strategic risk/reward dilemma in regard to how much combat to pursue. Is it better to send your units into battle to get them stronger, even if you could lose them entirely on a bad roll? Is it better to avoid combat as much as you can, only to be left with weaker units when faced with the unavoidable fights?

On its surface, it's an interesting idea, and this game could be really neat and strategic. Its big problem is... well. On a randomness scale of 0-10, where 0 is "Absolutely no randomness whatsoever, a 50 power unit will defeat a 40 power unit 100% every time, no upset victories ever, this is 100% predictable and RNG-free and is literally just chess" and 10 is "every battle is a coin flip, I don't know why this game even has power levels if every fight is just 100% pure chance anyway," Bokosuka Wars is hovering around an 8 or 9. Promoted and level-built units do have a better chance of surviving than a freshly hatched 30-power Soldier, sort of, but not that much better, and if you think hitting that 320 cap means you can send Suren into an entire field of weak 10-power grunts like a Dynasty Warriors game and not die then you're going to be seeing that WOW! YOU LOSE! screen.

Let me put it this way: I tried to have Suren pick a fight with the first five enemies I saw before even worrying about recruiting units or anything else, because losing and restarting in the first 60 seconds of gameplay isn't a problem, while actually pulling it off means a hefty +50 boost for the entire rest of the game. These enemies all had 50 power, which means the literal first fight in the game is 220 vs. 50 in my favor, and I lost that matchup twice in about fifteen total attempts. The second would be 230 vs. 50, and I lost that matchup four times. I got through all five guards of my self-imposed "beat five guards" challenge once, at which point I proceeded to have an overall run that lasted until Suren (who'd worked his way up to an even 300 power by then) eventually fell to a guy with 10.

In short, this game has all the "what do you mean I had like twenty dice to roll against your one and I lost ALL of them" frustration of RISK. There are what appear to be strategic elements on paper built around managing a capricious RNG (the "should I avoid this enemy, try to take it out with one of my weaker common units for the XP, or send my heavy-hitting incredibly rare guy to hopefully take care of it" dilemma) but in practice the RNG is so capricious that managing it just... isn't very fun? This game does not feel like a fair test of skill. I could keep trying until the stars align enough to win every roll I need, but would I really prove anything to anyone by doing that? The CRPG Addict (in a rare "okay but this isn't as kusoge as its reputation suggests, let me explain" defense piece, even) cited that winning could take around 1-2 hours depending on how careful you are, and that's 1-2 hours of trying your best while knowing that one bad roll could surprise Suren and oops there goes your entire game. It's... not a great feeling.

I tried, there's more to it than it's given credit for, but... nah.
kjorteo: Sprite of a Skarmory posed and looking majestic, complete with lens flare. (Skarmory: BEHOLD)
This one is unfortunate, because it was the first game that really gave Ardei an "ooh this looks good, I want us to play this" feeling. All three of us really wanted it to work out, and on at least a few levels, it did! But, well...

Lumin's Path is a student project by a team with no prior development experience, who made this game as part of their classwork, and it... kind of shows. There are some big ideas in here. This game is both graphically and especially musically gorgeous. We had to watch the trailer more than once when we saw this in our Steam Discovery Queue just because the song was so beautiful and soothing that we just wanted to hear it again. It has an absolute mountain of great things going for it, and then it... stumbles in execution.

You are a robot with a light that can be turned off and on at will. The environment reacts accordingly: some vines block your way when it's dark, and you need to shine your light so they recede. Other vines block your way when it's light, and you need to turn your light off so they recede. (The tutorial confusingly claims these ones are attracted to your light and that they "may help," which is completely untrue.) Some floating platforms are only solid when lit, others only when not lit. These elements are all creatively arranged to make jumping segments and such. Watch the trailer and you'll get the basic idea.

A PS2-looking 3D platformer such as this tends to live or die based on its movement and object physics, though, and that is this game's biggest weakness. Your robot will fall off of giant vines that are supposed to be platforms but somehow register as slopes. It will mysteriously stop running when it encounters invisible walls and other forms of wonky object collision. It will get stuck inside things. Don't even get me started on the camera.

This game is not very long, a mere three stages (each of which have secret collectible gems,) and it's free. And I already said this before but it bears repeating: it's gorgeous. The premise and ideas are clever, every screenshot is a work of art, the soundtrack is so charming that I really want it to exist on someone's Bandcamp page or something somewhere. (Seriously, the music is fantastic, can we please get a soundtrack release?) But after finishing the first stage with 100% completion and finishing the second with 3/4 gems (overall progress which took about 70 minutes according to our gameplay stats, but I assure you that at least 20 of them were spent trying to get the gem in the starting room which appears to have been masterfully hidden within an actual labyrinth of invisible force field-like object collision glitches) I just got tired of fighting this game's actual gameplay. I want so badly to like it, but at the end of the day it simply won't let us.
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
Let me just say that I do not regret this experience at all. It was great until it... wasn't anymore, at which point I stopped. But it was incredibly nice while it lasted. I'm calling this one a recommendation even though I hit a wall and noped out eventually.

Down Ward is a pixel action/puzzle/exploration thing about an owl on a quest to gather up all the magic glowing feathers in each level, then take them to the tower/beacon that will whisk her off to the next. Being an owl, you have access to a flying mechanic that is mostly unlimited (no "can only stay airborne for X seconds" stamina system or anything like that) with the only catch being that you have to keep moving forward in a straight line; stop or change direction and you plummet until you can regain enough forward momentum to rise again. That said, you can fly up by going back and forth so long as you have a wide enough space to have a net gain of height on each direction, but (like many maneuvers in this game) it's kind of tricky and the controls take some getting used to at first.

The music is one single song that loops infinitely, but it is a very good song, a jamming keygen-style beat that's somehow catchy yet not obnoxious no matter how many times you've heard it. I really like it. The graphics are gorgeous, with a pixel art style that's expressive and easy to track while visually stunning, sprites and landscapes that look every bit as good in stills or in motion. Everything is done with a four color palette that can be changed around like a Super Game Boy, with such a dizzying array of choices that I can't possibly have seen them all. There are so many that it honestly wraps around to the other side and becomes cumbersome to navigate, such that I settled for a palette I actually really liked without scrolling all the way through the list to check if there was a better one later, because I didn't want to lose the one I was on if I scrolled like fifty choices ahead without seeing anything. (A suggestion to the developer: Perhaps some way to see the entire list as a clickable drop-down menu, rather than left/right-scrolling single selection?)

I experienced a kind of bell curve of enjoyment with this game in practice. The first few levels were rough, as I was struggling to get used to the flying controls and almost gave up before I'd even really started. Then, things just... clicked, everything grew on me, I love that song and those graphics and I was really getting the hang of flying and just... yeah, this was great! Then the difficulty ramped up, and eventually it stopped being fun again. Not even in a way I can fault the developer for; I absolutely respect a good well-made masocore challenge, especially one that's such a well-made audiovisual delight. It's just that that's not really why I'm here, you know? This is good but once the ninja-rushing invincible bird skulls came out, it was no longer for me.

The only thing I can genuinely fault in this game (aside from maybe needing a better system to browse that many palette options) is the utter lack of a way to sense progression. I played this game for about an hour and a half and stopped at the first appearance of the bird skulls, which was level ??? out of ?????? Was I almost at the end? Was I barely out of the starting gate? How long is this game, anyway? It's maybe a minor thing, but I do feel like not having any sort of sense of how far along I was had a psychological effect on my ability to withstand grueling level after grueling level. Do these impossible challenges just keep coming forever, or...?

Still. This is well made, pretty, fun to play at least for a while, and is the kind of experience that sticks with me. The developer honestly could have gotten away with charging money for how much quality went into this game, yet it's free. By all means, you have nothing to lose by checking it out. I don't regret trying it and then stopping when I did. I stopped before things got frustrating enough to tarnish the experience, and will look back on the parts I played very fondly.
kjorteo: Glitched screenshot from Pokémon Yellow, of Pikachu's portrait with scrambled graphics. (Pikachu: Glitch)
IFComp continues.

Celine & Sara Kalante, [21.10.19 22:36]
" Your plan for a peaceful day out comes to a halt when you see a person selling cats on the pavement. The cats look sick and require immediate veterinarian help! It’s all legal, but it’s also wrong. You must find a way to save the cats.

The game offers three characters to choose from and a total set of 10 endings.

Content warning: Implied animal abuse (nothing explicit); environmental damage

15 minutes or less • Choice-based • Web-based "


JESUS. No.

Celine & Sara Kalante, [21.10.19 22:40]
" Springtime, 1993. Prom night. A lonely road on the way to the big dance. This should be a magical evening, but your date suddenly seems distant and withdrawn. Is it something you said? Or perhaps something more sinister is going on...

Horror • An hour and a half • Parser-based • Glulx (See guide) "


Looking at the banner, this is very obviously a werewolf story. Looking at the "Horror" tag, this is probably not played for "anyway your boyfriend is fuzzy now and that's hot." She should not click the IF game, run away run away run away, full moon is on the sky and we've other games we should play

Celine & Sara Kalante, [21.10.19 22:41]
" Years ago, orphan Henry Smyth was saved off the streets when he was adopted by Katherine Kellner - only to run away a few years later. Now, he’s finally made a decent life for himself. His world is turned upside down when he finds out that Kellner has been arrested on the charge of being a pedophile. This knowledge brings impulsive decisions and repressed memories along with it.

Play as Henry as he struggles to make sense of his past and come to terms with it. Your decisions throughout the story affect Henry’s confidence and morality – choose wisely.

Content warning: This game is intended for mature audiences only. Contains: strong language, violence, mention of child abuse and suicide.

Drama • Half an hour • Choice-based • Web-based "


See if you can spot the exact word where I noped out of this one.

Celine & Sara Kalante, [21.10.19 22:43]
" Play minigames to get your airship flying, tour the skies, and see what mischief is going on up there.

Parser-based • Glulx (See guide) "


There we go. Yes good we'll take it.

And so, IFComp 2019 pick number four is "Skies Above" by Arthur DiBianca. It's the first-ever IFComp game I wrote off without actually finishing it, yet it still somehow managed to be my favorite one of this year so far.

Away we go! )
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
There was a limited time thing where this game was 100% free on the Play store, so I grabbed it because literally why not. "Because it's a mobile port and those never have playable controls" is why not, of course, but it was free and shut up.

Anyway, Downwell is a procedurally-generated pixel action game about trying to make it as far as you can before you die. There are powerups to be earned between levels and in stores, but you start from scratch with every new run.

I tried and kind of bounced off of The Binding of Isaac years ago because this particular formula isn't really to my tastes. In BoI's case, I guess I was expecting a game with checkpoints or saveable progress that could eventually be beaten, and the "do a fresh random run and get as far as you can" approach makes it hard to feel like I'm actually accomplishing anything. This isn't to say these sorts of games are bad or that it's a failing with them; rather, I think the lesson here is just that Roguelikes are not my genre.

So it is with Downwell, which I tried a few times and then got frustrated with the controls, because of course I did, it's a goddamn mobile port. However, unlike games that I might still be interested in if they were presented in a more playable format (I recently re-purchased Anodyne on Switch; we'll see how that goes if I ever get around to it someday) I just... really didn't care about this one enough to want to bother reuniting with it elsewhere. Sorry.
kjorteo: Screenshot from Heiankyo Alien, of an alien engulfing the player character's head in his mouth. (Tasty humans)
YouTube threw some "Is it possible to clear X in Plants vs. Zombies without doing Y?" videos in my related sidebar, which I watched out of curiosity. That kind of got me into a "Hey I remember playing PvZ, I really enjoyed it" kind of mood, and I considered replaying it. But then I remembered, oh, right, there's a sequel I never tried! If I'm going to get back into that franchise, maybe it'd be a better idea to do the new stuff.

Spoilers: It was not a better idea.

Plants vs. Zombies 2 is, on the surface, Plants vs. Zombies but more. More Plants! More Zombies! Even more vs., probably! In theory, this should be fantastic, and exactly what I was looking for. Unfortunately, as you probably already know, EA.

By which I mean, PvZ2 is literally what you would expect if you take PvZ1 and make it aggressively Free to Play. The difficulty is cranked to the point where it almost doesn't seem possible to clear a stage just by planting plants and letting them take care of it anymore, and I'm still in the first zone, but oh hey that's fine did you know that you the player basically get Gil Toss? 950 coins at any time to just manually Fruit Ninja away as many zombies as you can hit in five seconds. Good news is that it's not like you really had anything better to do with those coins, since all the new plants and seeds and level-ups (plants have levels now) instead take other freemium currencies like Gems and/or just enter your credit card number right here and cut the middleman. Get seedlings that sprout in 5-10 hours for miniscule rewards (usually more coins or something like that) but of course you can pay to make them sprout faster. Daily missions, they're impossible but you can try again if you watch an ad first. Etc.

This game is whalebait, is what I'm saying.

I did and do still like PvZ1, which is saying something because I normally detest Tower Defense as a genre so strongly that I used to have it blacklisted when going through my Steam Discovery Queue. PvZ1 is charming enough that even I enjoyed it, despite that bias. PvZ2, by contrast, is what happens when EA takes that franchise, kills it, then digs it back up from the grave and sends it shambling after me to mindlessly devour my wallet, like some sort of... of... hmm, if only we had a clever simile here.

I try to stay positive in my game reviews because there's more enough AVGN/Zero Punctuation shit out there already, but I just... playing this just felt icky. I can't put a wholesome spin on such an unwholesome experience. I'm sorry.
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
I completely forgot to write about this one! Because [personal profile] davidn has VR in his home, I played and wrote about Moss while I was there. But he also has Robo Recall, and I got to try that one too! So this would be from around the same time; I just forgot to make this post.

That said, anything I could say is honestly covered better and more enthusiastically by David himself here. Go read that instead. Any notes I have about how the game itself actually runs or plays or looks or feels like are... basically just that. He covered it already.

I only have one thing to add to personalize my experience with it, which has nothing at all to do with the quality of the game itself. The game itself is very well done and exactly as awesome as David makes it out to be! However, I personally struggled with the... "ethics" is the wrong word, but I'm not sure what the right one would be. But the robots in that intro all seemed cute and happy and friendly until whatever weird glitch turned them evil, and now your job is to exterminate the fuck out of every last one of them you see, and I just... I'm an impossible weenie, I know, but I was too distracted by feeling bad for the poor robots to feel awesome about my newfound ninja moves. (The game has a very GLaDOS dark humor way of laughing this off, an approach that has never once succeeded in making me feel better.) The tutorial has a deactivated robot in your hub office HQ and teaches you about the VR mechanics by having you physically grab it at any two different points and then rip it apart with your bare hands, and I almost couldn't bring myself to do it. I mean, I did do it, and I even played the first actual stage too, because I didn't want to cause a scene or anything (and I was admittedly curious about the technical capabilities and how cool the VR was and etc.) But it kind of felt like the Milgram experiment.

It is a really awesome experience for people who aren't me, though, which is the main reason you really should be reading David's review instead for max awesomeness. I am a crouton petter and a statistical outlier who should not be counted.
kjorteo: Sprite of the dead "boss" and "Sorry, I'm Dead" speech balloon from Monster Party. (Sorry - I'm dead.)
Not entirely sure how to classify this one. Bugs and Kisses was an in development visual novel that put out a demo, which I went through some time ago. And I loved it, and I would have been on board with playing the full thing, but... alas.

So, I went through the demo one more time just to refresh my memory, then set about writing this to officially lay the game to rest and cross it off my list, I guess.

Anyway, Bugs and Kisses is, or was shaping up to be, a visual novel dating sim type game only with bugs. The art looked fantastic. The cast was charming and endearing. I totally had a the hots for Hazel, the spooky grasshopper/mantis from the Occult Club. The author was "don't get them started"-level into entomology to the point that this demo almost felt like a vehicle for exploring their passion for bug knowledge, the same way Tolkien made books just so he could showcase his conlangs. (I'm sure if they were here, they would respond with a gigantic explanation about the difference between grasshoppers and mantises so I know exactly how to tell which one Hazel was.) All in all, I really liked where this was going! But then it wasn't going, after all. That's too bad.

Without a full game to come, the demo ends up kind of in the same spot as The Raccoon Who Lost Their Shape: "Well, that was a neat free way to be entertained for 20-30 minutes." Knowing that I won't get to lock mandibles with Hazel after all made the experience a little sad in retrospect, but, you know. Enjoy what's there.

(Sara adds: Psst, Celine, you still have options for mantis-smooching.)

... This is an excellent point. Also, Bug Fables is still coming.
kjorteo: A 16-bit pixel-style icon of (clockwise from the bottom/6:00 position) Celine, Fang, Sara, Ardei, and Kurt.  The assets are from their Twitch show, Warm Fuzzy Game Room. (Default)
Do not be alarmed by this being an abandoned entry; this was a foregone conclusion from a long string of technicalities:

  1. Any "real" game I play for more than about ten minutes is officially on my radar.
  2. Once on the radar, it gets a complete entry when I complete it or an abandoned entry when I either give up on it or I'm no longer in a position to keep playing it. The two "ongoing" exceptions were both because they're MMOs. The only games I've played and haven't written about yet are ones that are still actively (even if occasionally) being pecked at here and there, and therefore I have neither completed nor stopped playing them.
  3. We are currently out of town visiting our friend [personal profile] davidn. He has an Oculus Rift (and Moss) and we do not.
  4. Therefore, it was inevitable before we even left on this trip that I would be writing an Abandoned entry for Moss, because of course I'm going to try it while we're here, and of course I'm not going to beat it while I'm here, and of course I can't exactly keep playing it once we get back home.


All that said, the game itself is fantastic so far, I'm completely sold. Look for us to acquire it someday if we're ever fortunate enough to get a VR headset (and a big enough apartment to effectively use it.)

Moss is a VR game about an adorable mouse named Quill. There's a strong storybook motif, wherein the cutscenes are represented by physically turning pages of a book set up in a big cathedral-looking room (VR!) and most major characters are aware of you, the capital-R Reader, an apparent figure of legend. You have a floating cursor with which you can drag blocks around for platform puzzle purposes. Or to pet Quill. You will spend at least half the time petting Quill.

It's a really neat experience, at least so far. The fourth wall "Reader as an actual character" mechanic is a great way to make the VR interface work, Quill is the cutest thing ever, and the scenery is almost as gorgeous as Ori and the Blind Forest only now it's in VR where you can physically look around at it. There are a few "behind the black" secret tunnels and such in actual gameplay, and those are a perfect use of the medium, too: if you want to see what's in that hole over there, just physically crane your head, bend over, and look into it.

So yeah, this was fantastic so far and look for it in Extra Life contention, considering the only reason we stopped is lack of system and physical living space availability once this trip is over.
kjorteo: Screenshot from Jumpman, of the player character falling to his doom, with the caption "FAIL" on the bottom. (Fail)
"Well," I told myself, "I just finished Chocolate Castle. I feel like I'm in the mood for Lexaloffle Games to continue hurting me, but I don't want to spend another eight years on a massive project. What do they have that's bite-sized? Oh, an entire community of PICO-8 games, of course."

GET OUT of this Dungeon is a decently competent Metroidvania, which is pretty impressive when one considers that someone made this in PICO-8. You are Santa, for some reason. You must get out of this dungeon, also for some reason.

It's all well and good, and I did dink around with it long enough to satisfy the "have I actually attempted to play this game" baseline for writing a post. Buuuuut it's a masocore spike hell game with finite lives (100, a decent supply, but still,) the controls are kind of fiddly which is not a good quality to have in a masocore spike hell game with finite lives, and it's just short enough not to have a save feature yet long enough that people are posting their completed screens in the comments with times ranging from 45 minutes to 2 hours.

Nnnnnnnah. If I'm feeling an itch for Metroidvanias, I, uh. I have other options.
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
THIS IS A BLATANT AND DELIBERATE PORN GAME. THIS IS VERY NSFW. YOU HAVE BEEN WARNED.

The last two parasite porn games I played were on this tfgames.site place, so I did a quick search to see what else they had. I swear I don't normally spam this many porn games (there weren't any at all last year, you know,) but I was on a kick and was curious.

My master, the Parasite (sic re: capitalization) is a seemingly abandoned CYOA. The download link works as of when I'm writing this, despite what that page says. However, I'm just going to take the ambiguity as a warning that I probably shouldn't hold my breath waiting for the next update.

I don't have a lot to say for this one, because there's almost nothing here. No graphics/sound/anything but a rudimentary save system, which you will not need, because any route you try will hit an "Oops, this section not written yet, sorry, click here to go back" wall about four or five choices in. Maybe if this game is finished, I might come back? But I somehow doubt it ever will be.

I want to channel my inner RoahmMythril and conclude this review with a noncommittal "So, that was a thing." However, in this case, it really wasn't.
kjorteo: Screenshot of a grumpy-looking Skarmory from a Pokémon anime special. (Skarmory: Hmph.)
Much like Escape the Game, I'm giving myself COMPLETE credit for this because it's an episodic game and I finished chapter 1, and ABANDONED credit because I opted not to play the rest.

Varenje is an adventure/sort of Hidden Object game. The presentation is cute and charming, the art style is gorgeous, and the music is fine if not repetitive by the tenth time it loops. However, the actual puzzles are grating to the point of frustration. Expect lots of wandering back and forth around the same three screens of untidy clutter because this next goal wants you to collect nine ribbons, nine tiny metal bars, four light bulbs, three transistors, two crystal balls, and presumably the partridge in a pear tree is the final puzzle you do once you've gathered all the ingredients.

My heart kind of sank every time I went through an actual literal junk drawer, because I knew I'd be back on this screen at least four more times. (You can't pick up any of this stuff until you get the event flag and are supposed to know you need it, naturally.) It's not a pixel hunt in the way the reviewers are describing it, though some of the junk drawers are a bit too tiny and missable. However, it's an Easter egg hunt, for sure. I ended up using a lot of hints not because I couldn't figure out a puzzle, but because "oh for heaven's sake I have 8/9 ribbons and I know the last one's somewhere but I don't have time for this," which kind of felt like the adventure game version of Fake Difficulty.

All in all, this game actually isn't horrible. I love the aesthetic. The "big" puzzles after gathering everything are mostly fine. I'm interested in the plot enough to regret the not-knowing-how-it-goes that comes with opting not to continue. I just... those scavenger hunts, man.

I may come back to this later, because I honestly did enjoy this enough while I was playing it, frustrations aside. It's just that I've hit the point of game saturation, such that I really have to stop and question why I'm playing "I could maybe get into this, frustrations aside"-tier roughness when I have an immense backlog of outstanding near-flawless games in the same genre that I could (and probably should) be playing instead.
kjorteo: Photo of a computer screen with countless nested error prompts (Error!)
God.

Okay, so.

Final Fantasy: Mystic Quest is an old SNES RPG aimed at entry-level players. It is widely known as either a bad game or a so-bad-it's-good kitsch-appeal game, with phenomenal music. (Whether you like MQ or not, even the haters admit the music is good.) It is easy. It is ridiculous. The plot is a desiccated skeleton. I've seen outlines of stories (let alone the actual thing) that are more fleshed out. Here is, word for word, unedited and unabridged, the first ten minutes or so of the game:

(Starts off on the Hill of Destiny, were an earthquake just happened)

Benjamin: My village is gone!! What is going on?
Old Man: This place is going to sink any second! Let's climb up quick!
(Benjamin walks north a screen or two to the top of some stairs)
Old Man: Press the "B" Button, and jump across!

(Benjamin jumps across, and the side of the mountain he was just on sinks. Benjamin and the old man then turn and look north, at a tower)

Old Man: Look over there. That's the Focus Tower, once the heart of the World. An old Prophecy says, "The vile 4 will steal the Power, and divide the World behind 4 doors. At that time the Knight will appear!" The Prophecy has now come true. 4 monsters have locked the doors of the Focus Tower and escaped with the keys. They're draining the light from the 4 Crystals of the Earth, and the World is in Chaos. The people are in desperate need of help. Benjamin, only you can save the Crystals and the world.
Benjamin: Me?
Old Man: Yes, you Benjamin! Only you could be the Knight spoken in the Prophecy...
(Monster appears)
Man: Look out! A monster!
(Battle)

(After battle)
Old Man: Seems I was right! At last I've found a true knight!
Benjamin: But you said you were SURE I was the one!
Old Man: Well, actually it was more of a guess...
(Benjamin SHRUGS)
Benjamin: Forget it. Just tell me where I can find the Crystals.
Old Man: It's up to you to find them.
(Mountain shakes)
Old Man: This place is becoming dangerous! Follow me to the Level Forest!
(Old Man flies away)
Benjamin: Got to get out of here. Who is that guy, any way?

(Benjamin walks south, to the world map, and then to the first accessible area from it, Level Forest. The old man is there waiting for him)

Benjamin: There you are! What do you think I should do first?
Old Man: Save the Crystal of Earth. See you!
(Old Man flies away)
(Benjamin SHRUGS)


Benjamin's village is, of course, never mentioned again.

Characters zip through plot points as if they were being charged by the word. The entire script was written hastily on a cocktail napkin by an Artifex Mundi employee, spiced up by Ted Woolsey taking liberties to make it entertaining, because God knows this wasn't great writing anyway.

Unsurprisingly, young me loathed this game, and gleefully vengefully riffed it to shreds with all the fury of the 90s Barney anti-fandom, because it was dumb as fuck.

Older me has come to appreciate its goofy charm. It is dumb as fuck, but it's fluffy and fun. It's... not even a popcorn game (cotton candy at most) but if you just want to RP some Gs without having to take anything too seriously, you could do a lot worse.

Not kidding about the music, either.

Meanwhile, Final Fantasy: Mystic Quest Remastered is a scam. No, really. Someone remade Mystic Quest in RPGMaker, and boy oh boy does "farted out in RPGMaker" show (more on this later,) but this person then had the cheek to claim it was an officially licensed and Square Enix approved and supported remake. This person then tried to sell it. That was around when Square Enix was like "ahahaha no" and blasted them into a crater.

I played it anyway, because I am a bad person and I make bad choices. I hadn't replayed Mystic Quest in a while, and I was feeling oddly nostalgic. I could just replay it again, but... I mean... I have done that. Even in my "I hate this game" phase I explored every single thing there was to explore in it. (I wanted to make an MST but I couldn't find a script anywhere, so I played the entire game to 100% completion and carefully wrote down every word just so I could compile the script myself. Because that'll show how much I totally hate this game, all right. Take that, Square Enix.) By now, I'm at the point where I could scratch an old itch, but there's really nothing left that would be new about it.

MQR, for all its scammy shadiness and "cobbled together in RPGMaker" jank, at least offered something new. Revised and rewritten plot points here and there! A full party instead of one-partner-at-a-time switches for the endboss! Etc! I figured it was about the best chance I'd have to play Mystic Quest again and be in any way curious what's coming. With certain clanmates helping me find a cracked version with the "please enter the serial number you got from your purchase" checks removed (sorry, but this is one "official" release you shouldn't support) I set off.

MQR, for as far as I got into it, is... uh. Well. It's certainly Mystic Quest in RPGMaker, all right. The graphics certainly are bigger and have more colors and detail and all, though the new ones do look a bit... I'm not quite going to say "RPGMaker default assets" but it certainly has that aura about it. Corners were cut and entire gameplay mechanics (such as using any weapon outside of battle except the sword and jumping) were removed entirely every time the author ran into something RPGMaker couldn't do. Instead, we got clumsy workarounds, unstable code (supposedly there's a chocobo forest in Foresta now, but every time I went to activate the well that took me there, the game crashed,) and, uh... let's just say bold and uniquely original ideas of what is and is not a solid tile whenever there's water.

I was enjoying this game despite myself, though! Everything it did was Like Mystic Quest But Worse, but at the same time it was interesting, and I still had that "I could just go back and play the original instead but I mean I've done that" feeling weighing on the back of my mind. If nothing else, it was an entertaining trainwreck, something that generated a lot of fun discussion and mutual bonding over the "lol what even" factor whenever I experienced and subsequently posted something like that gif.

Unfortunately, jank and instability are powerful forces that not even the most high-level player can overcome sometimes. Even getting my bootleg cracked version of a bootleg unauthorized game to run at all involved a very fiddly and finnicky setup where (among other eccentricities) it only seemed to launch if the shortcut was run from my desktop (I couldn't move the shortcut anywhere else or the whole thing would collapse,) the odds of it actually launching are slightly improved if I run it in Administrator mode, etc. I had a held-together-with-bubblegum arrangement that got me through Aquaria and just starting the Fireburg portion of the game....

And now it just won't work anymore. Like, at all. Even the workarounds I tried to get it to even launch last time it did this aren't doing anything anymore, and at this point I give up. Look, I'm sorry, but even though I actually was enjoying this and would have beaten it if it had let me, there are only so many layers of this game refusing to open that I can take before I have to wonder if this is my PC and my own survival instinct trying to tell me something.

A disappointing anticlimactic end to what at least sure was a trip, and I'm not really happy with that, but... bleh. What can you do? I mean I do have other games that aren't a steaming mess, I suppose.

Final Fantasy: Mystic Quest is goofy silly charming fun if you haven't played it before, or maybe even if you have and you're not tired of it yet. This picture of Kaeli is the official icon for our group chat, even, because it's such a perfect mixture of "fluffy and adorable axe-wielding murder muffin" and "reference to certain old games we like because we have no taste" that it really is the perfect symbol for us on several levels. The game itself is a classic (by my standards) too. I highly recommend it!

But please, please don't play the Remastered version. Don't make my mistakes.
kjorteo: Screenshot from Jumpman, of the player character falling to his doom, with the caption "FAIL" on the bottom. (Fail)
I want to like this game.

As you can guess from the fact that this is an ABANDONED entry, I tried playing it and it didn't work out. I suppose this is where I should rail against some Heinous Bullshit, or perhaps even say that I wanted (past tense) to like this game buuuut there was just all that Heinous Bullshit.

But no. I still do want to like this game. I still love what it was trying to do. I write this after slinking away in defeat after bouncing off how it actually turned out, and I feel kind of bad about that. But it still appeals at its core, even now.

Reflection of a Fallen Feather is a freeware indie RPG that was this studio's first of so far two releases, with Mixed reviews, and everything you would expect from that. It is incredibly rough around the edges. It is punishing and unforgiving. It is primitive. Except no, wait, no it's not. Underneath all the crudeness, ForepawSoft (yes, I did get this game because the studio name + "be the monsters" aesthetic made me suspicious) designed a ridiculous yet brilliant system for an RPG that rethinks a lot of How RPGs Even Work rules you take for granted, tosses out a lot of them, and replaces them with something that straddles the line between why-don't-more-games-do-this genius and how-do-you-even-play-this madness.

Reflection of a Fallen Feather is Akitoshi Kawazu's Hello World.

In the 45 minutes or so I spent in the very first area of this game, I discovered:

  • You are a party of three lost imprisoned souls wandering through Hell or... something. I didn't get farther plotwise than the title screen, but what I saw so far reads like Atomos's QBasic games: pure angels, demons, and Final Fantasy teen phase edge.
  • Two of your party are up front and participating in the battle but either of them can tag in the third at any time, sort of like Breath of Fire IV. This is the first taste of "Wow, that's kind of a complex touch for a game like this." It is not the last.
  • No random encounters; instead enemies are stationary overworld sprites that block your way a la Final Fantasy Mystic Quest. I like this.
  • The party's HP/status is fully recovered after every fight. Even if you lose; a wipe just means returning to where you were standing at full health with the obstacle still there for you to try again, sort of like Princess Remedy. I like this too.
  • Their MP isn't restored because there is no MP in this game. Instead, you have a list of moves with turn cooldowns. You can spam your basic attack every round, but your bigger attacks might not come back for another three or four rounds. This does not reset between battles. I... think I like this? It does provide that critical balance for why not just spam your biggest nukes every round if you get a full restore anyway.
  • Put together, this means that this game subverts the traditional RPG feel of dungeons being an endurance marathon. You can wander around freely and not get worn down with random encounters, or with any encounters because any fight you enter may as well be your first. Also gone is the sense of mashing Fight because you need to conserve your resources. Instead, the challenge comes from the difficulty of the fights themselves (every enemy may as well be a boss) with a need to strategize and employ the right combination of moves in the right rounds to carry you through this battle and still be available at the start of the next. I really like this, in theory. (In practice I'm not sure I'm any good at it--see below.)
  • Oh, no Experience Points, either. Instead, you get one BP per enemy, and every 7 BP you get the chance to transform any one of your party members into the last enemy you just beat. This is the meat of this system, and clearly the entire point of this game. Different monsters have different stats, as you might expect. The cat furries are quick but physically weak, ogres are big and slow, etc. Whenever you transform, you can also port two of your current moves over to the new monster; if you really like that 3Heads move that your starting Cerberus comes with, keep it.
  • Not only does the move pool make for a uniquely customized party, but each move comes with stat bonuses and penalties, too. Like that 3Heads move? Keep it and enjoy the +2 Strength and +3 Agility that having it will add to your newly transformed monster, but do be careful about suddenly being 25% weak to fire.


In theory, this game should be revolutionary, and one of my favorite RPG experiences ever. There are some goddamn ideas here, and they managed to completely shake up the dungeon slog experience in ways I really appreciate. The problem is that it's a bit too much, and I don't think I can keep up. You need to learn the game's language to keep up with what all these customization options even mean. You need to be very careful, thorough, and knowledgable in minmaxing your team to get through. There's no apparent grinding or leveling to speak of, since all you get from battles is BP, and those stat modifications from inheriting post-transformation moves don't stack. I transformed my main character twice and I swear he ended up weaker than when I first started the game just because I have no idea what I'm doing. There are monsters that seem just about impossible to beat until I get stronger, but I have no idea what "getting stronger" means under this system.

After 45 minutes of not getting past the first screen, I reluctantly decided I'm not cut out for this. I like where this is going, and if I had more hours in the day, I might spend a few dozen of them learning how to play Reflection of a Fallen Feather. If it sounds interesting to any of you, I still recommend that you try it out. If you do so and you like it, your infectious enthusiasm may even get me to give it another chance myself. But for now? I just do not have 50 hours to spend learning what will probably end up being a 3-hour indie RPG by the time you know it. I have other games.

But man. Good try, though.
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