Review: Shadow Gambit – The Cursed Crew (PC – Steam) ~ The Curse Of Gaming

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Steam storeOfficial websiteWikipedia entry

Some game genres are so rare, it’s a miracle when a new game releases in that style. I personally call this genre: stealth tactics. The actual genre is Real-Time Tactics, but I find that name doesn’t really cover this (sub)genre. If you have ever played games like: Commando’s, Desperados, Robin Hood – The Legend of Sherwood or Shadow Tactics… You know what sort of game I’m talking about. A game features a rag tag group of heroes. Each hero has unique abilities. They must get through big groups of enemies. They do this one by one to progress the group’s goals. The game I want to talk about today is called Shadow Gambit: The Cursed Crew. This was the last game by the studio Mimimi. Is this game the swansong to close down this studio, or is it a game that’s better left forgotten? Before that, I invite you to leave a comment in the comment section down below. A comment with your thoughts and/or opinions on the game and/or the content of the article.

Promises of amazing treasure

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In this game, you play as the crew of a special pirate ship named the Red Marley. Each main member of the crew has a black pearl in their chest, granting them unique supernatural abilities. These unique abilities come at a cost of being cursed to a sort of undead status.

The Red Marley’s captain fell in battle, and now the Inquisition is after the biggest treasure of the ship. Now, the Red Marley’s crew doesn’t want this to happen. So they do everything in their power to avoid this from happening.

The story in this game doesn’t take itself too seriously. The story is written like it’s a Saturday morning cartoon. A story arc can be contained in one or a handful of episodes, but always has an ending. While almost everything in the story ends well for the main cast, the story and writing never looses its charm. I felt like I was transported back into the time I woke up for the weekly Pokémon episode. I knew that the main problem of that week’s episode would resolve by the end. Still, I kept rooting for the heroes.

One of the biggest reasons I kept rooting for the main characters is because of the voice actors. Their performances are extremely well done. They bring a lot of personality and life to each character. They make the characters stand out like real, actual people. This script must have been immense, since the characters sometimes react on the actions you preform with other characters. There are 8 main characters, and more if you buy the DLC packs. If you start counting how many unique voice lines that bring to the table… And that’s the tip of the iceberg. The enemies for example, when they come together also have unique dialogue between them.

It’s possible to write an article by itself about the world building, story and voice acting in this game. I can also assure you that when I write this article, I’ll keep gushing about it all. A great example is how the save & load function fits into the story. It enhances the world of this game. Yes, you read that correctly. When you save, you store a memory in the Red Marley. When you load one of your saves, the Red Marley uses its powers to restore that memory. Your characters also respond to your saving and loading action and this brings even more charm to this game.

In these types of games, the replay value is quite high. Especially since you tackle all missions in various ways and each playthrough is going to be different. In this game, it’s taken even a step further. You can choose the order to revive your crew. You can also choose the order to finish the missions of that chapter. I can assure you that your playthrough will look nothing like mine.

The main quest is quite enjoyable to play through. I actually became really immersed in the world of this game. At the moment, I’m playing through the final missions of the game and the DLC missions. I’m having a blast. Thankfully, I can easily start a new playthrough of this game. Then I can experience it all of it over again and take a totally different route. And maybe I can do the little side quests and pirate tales as well. Since, that’s content, I haven’t gone into too much yet.

Your playthrough of this game will take you somewhere between 27 to 37 hours. That is, if you want to beat the main story and DLC’s. But, if you want to fully finish this game… Oh boy, then you’ll have a game that’s close to 80 hours on your hands. I already mentioned the crew tales. But there are also mini-challenges you can go for during the missions to earn badges. Let’s not forget the achievements you can earn. Well, most of the achievements are related to the main campaign.

Now, I have one complaint about the badges in this game. Earning some of these badges is extremely tricky. Sometimes, you don’t get all the information you expect to. For example, there is a badge on each map for using all the landing spots of that map. But guess what, there is no easy way to see if you already used a landing spot or not. It’s a shame that some badges work like that. Especially since some of these badges make you go out of your way to play in an unique way. A more challenging way to spice up your normal routine.

Apart from bragging trophies, these medals don’t really add up to much. But, I honestly don’t really mind that. Since, it’s fun to gather these medals and have some bonus challanges during my playthrough. It keeps me on my toes and it’s really enjoyable.

Mindblowing abilities

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I’m still quite impressed at how balanced this game is. Each character has their own unique abilities. It’s best that you always have a character with an ability that can move guards from their position. If you don’t have that, the game will actually warn you. You are going to make it extremely challenging for yourself.

Personally, I’m playing through this game on the normal difficulty setting and your decisions actually matter. Before starting each mission, study the map well. Try to remember each map as well as you can. Since you are going to revisit each map at least once or twice. It’s extremely important to choose the correct landing position.

You would think that the game will be a bit boring if you always bring the same crew into missions. But, the game rewards you using different characters for missions. You gain more vigor if you play with certain crew members during certain missions. If you earned enough vigor, you can upgrade one of the unique abilities of your characters. This upgrade will give you more and better tools in your arsenal. Now, these upgrades can make the game much easier. You can always turn off the upgrades while on the Red Marley.

In the introduction paragraph of this article, I quickly explained how this game works. So, let me tell you the gist of it. In this game, you go from mission to mission, completing various goals in each one. These goals can range for example from rescuing an informant or stealing an artifact. In each mission, there are various enemies patrolling the area. Your goal is to find the weakspots in their patrols and dispose of the enemies without getting spotted.

Now, getting spotted isn’t the end of the world in this game. Depending on where you are spotted, it’s possible to escape and hide somewhere. You just have to avoid taking damage, since your health is limited, and you can’t heal during the mission. If you aren’t careful, it’s easy to get swamped or overwhelmed with guards. Especially when a guard with a bell spots you, the traces you leave behind or sees a dead body. When this happens, you have a limited amount of time to kill that guard before the bell is rung. When the bell is rung, more guards will emerge from nearby barracks and swarm to the location.

On top of that, there are also some unique enemy types outside your regular patrol goons. The first type I want to talk are the Kindred. These annoying buggers bring something quite unique to the table in this genre. Kindred are always connected with each other. If you don’t kill these all at the same time, they will revive each other. But, this is only the start of your troubles.

You also have Prognosticar. And let me tell you, these are even more challenging. To defeat these enemies, you need to have two units ready. One unit needs to be spotted or attack the Prognosticar. Since as soon as that happens, your unit gets trapped. This trap will go on and damage your unit until the unit either dies or is rescued. When the Prognosticar is using his trap, he can be attacked and killed. But do it quick. The trap is damaging your unit. You are also stuck in place. This situation is dangerous.

It also matters if the mission is taking place during day or night. The big difference is that in the daytime, the enemies have a bigger field of view. During the nighttime, some enemies will carry a torch on their patrol. This gives more light to other units. They can spot you sneaking by if you aren’t careful. There are also various torches dotted around the map, and you can put them out. The enemies can’t stand torches that are put out and will go out of their way to light them again.

It’s also important to know if an enemy stops in their patrol to talk to another enemy. Since if you kill one of them, the other enemy will start looking for them. They will start running around and if you weren’t careful, will find your tracks and spot you.

Learning those little mechanics is essential in this game. Never forget the tools you have in this game! This ranges from the abilities of each character to how for example view cones work. There is something called view cone surfing. If you want to dash to another place past some enemies… Understand that a full color in the view cone means they will spot you right away. Stripped sections of the view cone will cause you to be unseen if you crawl by. Also, it takes a few moments of you being spotted and the alarm being raised. You can run quickly enough past an enemy. Alternatively, you can run from view cone to view cone. It’s possible to get past unseen.

If you are afraid that you will get overwhelmed by all the information of all the little mechanics, don’t worry. The difficulty curve in this game is perfect. This game also has solid character tutorials. Each character tutorial guides you through 2–3 rooms, teaching you the abilities of each ability and their unique use cases. At the end of each character tutorial, you get a puzzle room. Putting to the test if you can use that character correctly. During the game, you can always open your logbook from the pause menu, where all tutorials can be watched again.

This brings me to the abilities of your characters in this game. If you have played similar games, you’ll recognize certain abilities and others will be quite new and unique. Now, some of these abilities will have a unique spin to it. For example, your sniper only has one shot. But, when you retrieve your sniper bolt… Your sniper can shoot again.

There are also extremely unique mechanics, like your Canoness has very fun abilities. She can pick up dead bodies in her canon to launch them at enemies to knock them out. But, you can also pick up allies. You can fling them over a group of enemies. This will give them a better hiding spot. Or your Ship Doctor, she can create one hiding spot out of thin air. Or your navigator, she can stop time for one enemy, allowing you to easy sneak by. And your ship cook can throw a special doll. This doll allows him to teleport to that location. He does this as soon as you click the button. Oh, and if you place that doll on an enemy, it sticks to that enemy.

You might be annoyed that I somewhat spoiled things in the above paragraph. But I have only told the tip of the iceberg here. I have left out several characters in that little summary and they have mindblowing abilities as well. Each map is created in such a way that it doesn’t really matter which characters you take into battle. Since you can finish it using any of your characters.

The Swansong of Mimimi

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When Klamath and I started streaming Commandos, I wanted to play a similar game. One I haven’t played through. Since I first started playing through Desperados III again, and that was beaten in a few days. Since, I really enjoyed Desperados III, I bought the next game from the studio.

As somebody who enjoyed Desperados III quite a lot, I was happy to see things return in this game. I can’t tell you how much I love the speed up button. While I wish you can adjust the speed of it… The slow wait can be annoying. Sometimes, you have to get an enemy right where you want them. On top of that, you also have the showdown mode. With the press of a button, you can stop time and plan out your units their next move. Once you press the enter key, either still in showdown mode or not, the actions will be executed. It still feels amazing when you execute a well timed attack to take out difficult set of enemies.

Something that’s extremely useful is how you can rotate the camera in this game. Sometimes an enemy walks behind a building or some rocks… So, if you can’t rotate the camera, you wonder from where you are taking damage. Also, the ability of outlining the enemies, ladders and hiding spots help with that as well. As you can see from my screenshots, I always play with that feature enabled.

Sadly, there are a few ladders that don’t get an outline. Most likely since the developers forgot to put a certain tag on them. I remember one in Angler’s Grave, at the top right. It’s not too far from one of the mission objectives, the informant. Thankfully, these very minor oversights rarely happen. Overall, this game is extremely solid and blast to play through.

The controls are extremely solid. I had to get used to one thing. To execute certain actions, I had to hold the left mouse button instead of just clicking. This sometimes tripped me up but a quick reload fixed that problem. I only have one minor complaint about the controls. Depending on the camera angle, there were rare moments where your character refused to go to a location. I suspect it has to do with where you click. Your unit always wants to look for the shortest way to reach where you click. Sadly, this trips something up in the pathfinding and your unti refuses to go to their destination. Thankfully, a quick camera movement can fix these moments. And also, I’m glad that these moments are quite rare.

Something that’s even more rare are some minor visual bugs that can happen sometimes. Sometimes an UI-element refuses to dissapear. I had that happen twice, when I shot an enemy holding down an exit rift with the Canoness. The stars indicated that the enemy was dizzy. They hovered above the enemy’s head after the rift opened. Even after I killed the enemy, these stars remained visible. There are sometimes minor visual bugs happening like that. Thankfully, they are extremely rare and sometimes are quite funny. One time, one of my units was standing perpendicular on a ladder when I stopped it going up the ladder. The only annoying bug was that I couldn’t retrieve two bodies. They lay in a remote part of Angler’s Grave. It was almost impossible to get rid of two bodies. Maybe, it’s possible. I don’t know, I honestly gave up and earned the badge of hiding bodies on a later revist.

In such a big game it’s to be expected that sometimes things can go wrong. But it surprises me how little goes wrong and how polished the overall game is. Scrolling through the patch notes of this game, I noticed that the developers fixed many issues. They also added a lot of new content to the game. The last update to the game was even a modding tool for this game. These mods go from chaging your character models to adding new maps. I think I’ll play around with the mods after I have fully beaten the game. I’m extremely close, since I’m in the final missions of the game.

Now, earlier I talked about the UI. The UI is quite easy and helpful. There are several unique icons to inform you where certain things are. For example, where you left the paper doll when using the ship cook. There is only one thing in the UI I dislike. And that’s the list of save games. You get a little screenshot of the location of the save and a time stamp. And that’s it. You can’t give a special name or note to them. So if you are looking for a certain save… you either need to make notes OR just go through all them until you het it.

It’s the only real complaint I can give about this game. There is just a lot that this game does right. Like how you can scroll to zoom in or out. When you scroll again at the max zoom level, you see a live map. This map shows where all the enemies are. The only minor complaint I have about the map is that ammo chests aren’t marked on there. Also, quick note on the ammo chests… Almost every character has the same visual for their gun. Now, if another visual appears above the ammo chest, it doesn’t matter. The ammo chests are never character specific.

Visually, this game looks breathtaking. The attention to detail in this world gets a big thumbs up from me. The world really feels alive and somewhat real. The little animation details for example when an enemy stops at a prison cell to talk to inmates… This is just amazing. The immersion level is even higher with that.

The soundtrack is very catchy and a joy to listen to. It made certain moments in the game even more thrilling. The music has been created by Filippo Beck Peccoz, he also created the music for Desperados III. The soundtrack really fits the game like a glove. I’m so glad I bought the soundtrack DLC,. Now I can add the music to my music library to play while I’m at my dayjob.

This brings me to the sound design of this game. The sound design of this game is amazing. I’m playing this game with a good headset and I don’t think this game is playable without sound effects. A great example is, when you get spotted. You not only get a great visual hint of a yellow line turning red of the enemy spotting you… You also get some sound effects informing you that things are about to go down. On top of that, the sound effects add so much extra impact on taking down enemies. This makes it even more rewarding when you finally take down that one pesky enemy.

One thing I haven’t talked about yet is how flexible this game is. I have touched upon that by talking about how you can only choose three out of 8 characters per mission. And you are encouraged to experiment with different combinations. Now, when you open the options menu, you’ll be blown away. You can change almost everything. The controls like the shortcuts for abilities can be tweaked to your liking. You have quite a lot of control to tweak the volumes, the controls, the visuals… Even tweak certain game mechanics to your liking. Don’t like the save reminder? You can turn that off.

There is still another thing that boggles my mind that was added in this game. You can create a custom difficulty. The only complaint I have there is that the UI fails to explain the differences. I find it challenging to understand all the settings. You get a short explaination about the setting, and then you have a slider you can set. But, what’s the difference between 1 and 2 on the slider? That’s something the UI doesn’t really tell.

When I was writing this article, I kept looking at my notes and thought: “Oh, I forgot about that.”. There are just so many things in this game. The fact that in some missions, you must kill enemies in unique ways. In one mission, you have to lure enemies to a certain location. You need to do this 4 times. You do this instead of killing them. It’s a breath of fresh air. You’d think that having only a handful of maps would make this game boring and repetitive, but no. The maps are not only large but also used in extremely interesting ways. Revisits of a map make it easier to start, but each area is used in a mission. So, there is still a lot of challenge in the revisits.

Oh, there is one more thing. The question if you should buy the DLC’s or not. Let me just tell you this, I bought the game on sale with the DLC’s included. I’m so happy I did! Since the additional content in the DLC’s adds so much more to this game. They come highly recommended.

Now, I have left out a few things for you all to find while playing this game. This article is already getting quite long. I want to leave some things as a surprise for people interested in playing this game. I think it’s high time to wrap up this review and give my conclusion and final thoughts on this game.

Conclusion of this treasure hunt

-Unable to add notes to quick saves.
-Some minor (visual) glitches can happen. Thankfully, they are rare and rarely/never gamebreaking.
-The UI of custom difficulty could have been executed better.

+ A masterclass in it’s genre in terms of gameplay.
+ Extremely flexible with options.
+ A modding tool.
+ A love-able cartoony story.
+ Amazing voice over work.
+ Superb soundtrack.
+ …

When I started playing Shadow Gambit: The Cursed Crew, I had extremely high expectations. Mimimi blew me away with the amazing Desperados III. With this swansong of a game, they not only met my expectations, they blew them out of the water. This game showcases the achievements of passionate people. These individuals are dedicated to creating the game they love.

It didn’t take long before I fell in love with the cast of this game. The charm drew me into the world of this game. Apart from some minor things, it’s hard to find things to critique about this game. The only thing I can critique are small bugs that barely impact the gameplay of this game. This game really feels like a finished product and it’s a thrill ride from start to finish.

If you really want to find things this game does wrong… You’ll either need to be extremely nitpicky or just have the game not clicking with you. If you find this game too easy or too difficult, just tweak the setttings to your playstyle and voila.

If you enjoy games like Commandos or Desperados… You’d do yourself a disservice to not check out this game. Give the demo of this game a try, and see what you think. I wouldn’t be surprised that this game sinks it’s hook into you like it did with me.

It’s a shame to see that this game studio closes. Thank you to everybody who worked on this amazing title and I hope to meet your work in other games. This final game you all created together is a real piece of art. It’s a masterclass in game development and shows how well you know the community for games like this. I’m so happy that this game exists. Since it wouldn’t surprise me that I’ll play through this game several times now.

Before I ramble on and on about this game, I think it’s high time I wrap up this article. Otherwise, I’ll keep praising this game to high heavens and back. So, with that said, I have said close to everything I wanted to say about this game. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then… Have a great rest of your day and take care!

Score: 100/100

First Impression: Cave Digger 2 (PC – Steam) ~ No Feedback

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Steam store page

One of my favorite activities in Minecraft is going deep inside the caves and just exploring them. A few years ago, the developers behind Cave Digger reached out to me and asked me to review their game. Not too long after, the sequel got released and looked like it would be a VR exclusive. Until I noticed that it appeared on the Nintendo Switch eShop. So, I thought, maybe it also released on Steam, since after playing the Switch version, I felt like this game was better played with keyboard and mouse. Now, a non VR version is on Steam now… But is it worth it? Well, after playing the first sections of this game, I want to talk about it. The latest update was on May 28th, 2024 when writing this article. Now, before we dive right into it, I want to invite to you leave a comment in the comment section with your thoughts and/or opinions on this game and/or the content of this article.

Risk of Staleness

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In this game, we play as an unnamed miner who is throwing into the deep end, when his digger broke. You arrive at a mysterious valley. In this valley, a hardy explorer once did his research. But why? Which secrets are in these valleys and the accompanying mines? That’s for our miner to figure out. Now, the story is being told by various comic book pages you can uncover and, according to the Steam store page, has multiple endings. I’m quite curious where it’s going to go.

So far, I haven’t gotten too deep into the story. But, from what I can read on the Steam store page, I think it has potential. I have my doubts on how the multiple endings will work. Since comic books mostly have one ending, right? Unless, it all depends on which page(s) you find or in which order or where. That’s something I’ll discover when I’m deeper into the game.

If this game is like the original game, the story overall will take a backseat for the gameplay. And after 5 hours in, that’s the case. The original game didn’t have a lot of story to begin with, but more story in a game like this can be interesting.

There is one voice actor in this game. He does a pretty fine job and brings some life to the atmosphere. I replayed a bit of the first game and I have to be honest, I appreciate the small voice lines during the exploration. Even when you quickly hear every different line, it’s a nice break since they aren’t spammed and don’t appear that often.

One of the biggest changes in this game is that the cave this time around is randomly generated each time you enter. So, this game becomes a rouge like to a degree. But, you can always exit via the lifts to safety. Since, dying in the caves means that at least half of your obtained loot is dropped. The atmosphere this time around is very cohesive. This game presents itself as a sci-fi western game, and it really feels like that. Something I really like in this game is that it doesn’t go overboard in the sci-fi genre and stays grounded. The technology could realistically exist today, apart from the unique enemies in the cave, that is.

With the story taking more of a backseat, it’s quite important that the gameplay loop is enjoyable. The gameplay loop is simple, you have to explore the caves with 4 chosen tools. The three slots above the entrance give you a hint on which tools you will need to bring to gather the most loot. You take the lift down and gather loot, while fighting enemies and avoiding pitfalls to survive. The goal is also to find the other elevator that takes you down to the next level to gather even more valuable ores to bring to the top. You have to fill in the ores you gathered into the grinder to buy upgrades to your tools and environment to progress.

The big risk with this kind of gameplay loop is that this is just a different numbers game. What I mean by that is that, apart from maybe the visuals changing, the core concept is always the same. This risks that the game becomes stale and repetitive. It’s possible that it is just a “me thing”, but I enjoy games like this more when there are some variations on the gameplay or some different puzzles. Thankfully, this game has that. There are a lot of things you can upgrade and improve to make each run feel rewarding, and each type of cave you can visit has different enemies types and unique lay-outs to keep you on your toes. In a way, I dare to compare the idea a bit to Cult of the Lamb in a degree.

The music in this game is also a blast. It fits the atmosphere of each area like a glove. My favorite track is the track that plays in the lake caves. It sounds like you image a typical track like that to sound. And it gets more intense while you are fighting enemies down there. Now, the silent moments when the music doesn’t play feel a bit long, but I always know that there is more music coming and that it fits the atmosphere perfectly and draws me more into the game. Sadly enough, this isn’t the only problem with this game, and I’d like to talk about them.

No feedback

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This game has an addictive gameplay loop, and I’m really curious how the multiplayer works. I haven’t tested the multiplayer in this game, but it looks like fun. Now, this game can be played solo perfectly fine.

Now, I don’t know if VRKiwi took the VR version as a base for the non VR version, since I have the impression, that is the case. I especially notice that with the controls in this game. It feels a bit floaty, like you aren’t really connected to the ground. It also feels a bit stiff, like you have to move your mouse like you would a VR headset. You really have to play with the settings until you hit that sweetspot that feels right for you. For me, I had to lower the sensitivity to 80, amongst other things. I highly recommend that you tweak the settings to your liking, since on the Nintendo Switch version, I had to lower the sensitivity to 40 before it felt right.

Still, the character control doesn’t feel right. At first, I thought it was because the controls felt floaty… But, after some testing, I think I found a few other problems with the character control that might cause it to not feel quite right. First, the jump in this game is just silly. You can’t really rely on it, since it doesn’t always trigger when you hit the spacebar, and it’s just a pathetic jump. You can’t even jump out of ankle high water sometimes.

Secondly, there are no sound effects for walking on most floors. You feel like you are floating, and it’s jarring when you suddenly hear a sound effect when you walk over a table or a railway. Thirdly, climbing on ropes amongst other things is just insanely picky. There is also no real feedback or sound to show you grabbed the rope. Fourthly, the scroll order between tools is extremely weird. You get numbers on the wheel counter clock wise. But you go down, right, left, up. Which still confuses me after 6 hours of playing this game.

And finally, some things are extremely picky. For example, there are safe riddles you can solve down in the caves. But to rotate the letter wheels to make pick the right letter is more difficult to do. All of these things give you a feeling that you aren’t always in control of your character and that you don’t get the feedback as a player on what’s happening. Making you unsure what’s happening and doubt if you are doing the right thing.

Prompts like “Use W/S to use the crank” should be “Hold W/S to use the crank”. Since, you need to hold the key instead of pressing it. Small things like that could also improve this game and it’s controls quite a lot. Overall, the controls are good, but they lack feedback to the player sometimes. Either with sound effects or with some visual effects. Like with the hammer, you barely have any sound effects when you use it, and it has some wind up animation, making you unsure if you are using it or not.

That is one of the biggest flaws in this game. The lack of feedback on your actions. Things like not knowing how many bullets are still left in your revolver or a sound effect when you hit an actual enemy. I think if there is one thing I’d use the built-in feedback tool is to report various cases/moments when I expect feedback from the game, like a sound effect or visual effect. Maybe they appear in the form of rumble effects… But, I’m not playing this game with a controller.

When you read this section of the article, I wouldn’t blame you if you think that this game isn’t good. Small bugs like the text of “Press R to reload” when your gun isn’t equipped or the bullets not leaving from the gun but from the player model don’t improve things either. Yet, I find myself looking past these problems since the core gameplay still works. I find myself getting used to the jank in this game and finding a very rough diamond. If the developers keep up with their promise of improving this game, I think that more action feedback will bring a lot to the game and maybe fixing the small bugs like in this paragraph as well.

Things like the animation of the shovel looking weird sometimes. The animation looks like the arms go through each other after a dig. Speaking of the shovel, the last dig is annoying since you have to move a pixel or two for it to count and give you your goodies. But the bug I’d love to see fixed most is the freeze for several seconds when you pick up something new or get a new codec entry. The game locks up like it’s about the crash, but it doesn’t.

What’s next for us?

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Usually, I’m not really picky when it comes to the visuals of a game. As long as a game looks consistent, I’m quite happy. It needs to have a certain style so that you can quickly identify what’s what and enjoy the game.

Yet, for this game, I do have some things that I not really like in terms of the visuals. Firstly, the contrast of some ores and the floor isn’t clear enough. Sometimes I was passing up on ores since I wasn’t able to notice them on the ground.

There are also a lot of objects to give more details to the cave, but you can barely interact with them. I’d love to see lilly pads in lakes to move a bit when you walk past them or something more than just being able to clip through them. As well, a sound effect when you hit a wall you can’t mine. You get shouted at when you use the wrong or a too weak tool on something, so when not for the rest?

I think the biggest mistake that the visuals make is that it has an identity crisis. What I mean by that is that it isn’t a cohesive style. There is a lot of shell shading going on, but there is also a lot of details that give off a more realistic vibe. Some textures aren’t detailed enough and strechted too wide giving wrong impression the rest of the visuals that look more modern. The floor textures sometimes suffer most from this issue.

Looking back at this article, I think I’m being very critical for this game. I have played a lot worse and broken games for 15€. But, in this game you even have customisation options for your character and thee developers are extremely open for feedback. This game has a lot going for it. Fun achievements to hunt for, bosses at the end of runs and an amazing auto save system.

Apart from improving the character controls and adding some feedback on actions, I think this game is pretty decent. Yes, there is some polish missing like not having a tooltip with the lever at the cave entrance on what that lever does. I personally feel less conflicted about this game compared to the original. The growth in this title is immense and brings me a lot of hope for either some amazing updates, DLC or a new entry in the series.

The basis of for an amazing title is here and if you look past it’s short comings, this game is a blast to play. Maybe it’s a bit too repetitive for some and can be more fun in short bursts. But, when this game sinks it’s hooks into you, it really clicks. There is some polishing left to do and for a rather new VR focused developer, this is amazing. It’s their second non VR game and it shows a lot of promise.

The game is a perfect relaxing game to wind down, since it isn’t too difficult. The game is rather forgiving. I wouldn’t be surprised that I play this game after work to wind down and try and finish it slowly. Then again, while I’m writing this, I have summer holidays and I wouldn’t be surprised that I finish most of this game during my summer break.

Like I said earlier, I feel less conflicted about this game compared to the previous title. This game has a lot more going for it compared to the original. It’s less repetitive and it has a lot more going for it. It has it’s problems, yes. But, if you enjoy games like Minecraft, Steamworld Dig or Cave Digger, give the demo of this game a chance. The demo gives a very good idea on what you can expect from this game and if you enjoy it, buy the game. I’m enjoying myself quite a lot with this game and I’m happy that I have chosen the PC version over the Switch version since I feel like it just plays better. But maybe, if I get used to the Switch controls, I might enjoy it on Switch as well.

With that said, I have said everything I wanted to say about this game for now. Maybe when I finish this game, I might write a full review with the final thoughts and opinions on this game. But for now, I think the best conclusion for this game is that it’s an amazing step up from the original and besides some unpolished things… It’s a great game and comes recommend from me.

So, it’s time to wrap up this article with my usual outro. I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then have a great rest of your day and take care.

First impression: The Safe Place (PC – Steam) ~ Playing With Emotions

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Steam store page

Remember two games I have talked about in the past before? Little Kite and Repentant? Well, the developer Anate Studio released his newest game last month. The developer was so kind to provide me with a press key to review and talk about this game before release. But, due to life getting extremely busy… I didn’t have the time to actually write something about this game until today. As usual, you’ll get my 100% honest opinion about this game and if this new point-and-click game is worth your time or not. If this world is really a safe place right now, or if we should do something about it. In any case, let’s dive right into it, and feel free to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article. I’m always curious to read those.

Editorial note: this article is written while the game was in v1.1

Playing with emotions

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Just like in all previous Anate Studio’s games, this game tackles heavy subjects. In this game, the story is about self-sacrifice and a troubled childhood. In this game, you play as an engineer, Alexander. He lives in the post-Soviet era, which was in the midst of an economic crisis.

One night, he meets a young girl called Christina while waiting for the bus. Things go south from there, and Alexander commits a murder in front of her and covers it up. While the girl promises to keep silent when he helps her, things might and will go even more south from there.

In terms of writing, the story is well tense. There are two majors threats loomed over our main character and they are equally thrilling. Should Alexander deal with the troubles of the economic crisis, or should Alexander make sure that all the traces to the murder are covered up? This struggle also comes back in the writing, making it even more tense for you as the player.

Something I want to mention as well, is that I found it extremely lovely to see the dev diaries on the studio’s YouTube channel. For example, in this video, we see how the first scene is inspired by a real life bridge in Ukraine. You see it all come together in a time-lapse, and you see how much detail and love has been put into this game.

This whole game is also voice acted. I have to say that compared to the previous game, the voice acting has improved quite a lot. The voice acting is a lot less monotone and has a bit more feeling into it. From the three games I have played from this studio, I feel that this is the best voice acting yet. While the voice acting has been improved, it’s still a bit jarring that there is no lip-syncing. So, you will hear the characters talking but not see them talking, you know.

The only critique I have about the voice acting is something I’m unsure is a critique of the voice acting, sound mixing and/or the visuals. It sounds and looks the same when you have thoughts and spoken dialogue. Thankfully, this doesn’t happen very often, so it isn’t a big problem. But, maybe for the next games, have a sort of little distortion on the thoughts and display that text in cursive. Something quite similar has been done by the ports of 999: 9 Hours, 9 Doors, 9 People, and it works extremely well when you are not picking up on context clues.

Before I move on, this time the game is only in English and Ukrainian. I only speak Dutch and English and a bit of French. I know a little bit of German, so I’m only going to stick with the language I understand and I can judge. So, this comes from somebody who doesn’t know any Ukrainian but from what I heard from the voice-over demo on the developer YouTube channel, it sounds pretty good as well.

Drawn by hand

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I touched upon this earlier, but visually, this game is extremely detailed. Just look at this screenshot I have placed here. Every environment you visit is highly detailed and looks amazing.

Now, I have chosen this screenshot intentionally. Since, there is a minor issue I want to talk about here. On the desk in the bottom left, there are several items you can pick up. When you click on the desk, the camera zooms in. But, you can still move your character.

This leads to it feeling a bit janky in my opinion. Since, at first I didn’t know how to exit the zoomed in screen and when I learned I could just click on the top to walk away… I felt like you didn’t know what the restrictions were in the zoomed in area. So, if you work with a mechanic like this… Make it evident to the player how they can exit that zoomed in screen and don’t allow the character to move.

In any case, I wanted to talk about the visual presentation of this game. Overall, this game looks amazing. In addition to that, the animations in this game are decent. Some of them don’t really work in my opinion. I mean, the back and forth swaying from some characters feels out of place. It feels a bit unnatural. I can understand that from a gameplay standpoint that it makes the characters stand out more, but it looks a bit silly sometimes. Something I would love to see in future games is that the characters are more expressive, especially in dialogue. Now, they go through the same short animation cycle, and having them more expressive would make the game come more alive.

I hope that you aren’t getting the impression that this game is unpolished or that it’s broken. It isn’t. I’m just quite impressed by the leaps forwards that the developer made compared with the previous two titles, and I just want to see their games become even better. For example, in the previous game you only had a few hints you could use, and you had a set number. In this game, the hint system is miles better. In each area, there are several statues hidden. These statues can unlock an image sequence for you to get a hint. But be careful, since you can unlock an image sequence for a puzzle you already completed. And on top of that, there aren’t enough statues to unlock every hint tree. So, look for them and use them wisely. Since, they are hidden extremely well.

If you know what to do, this game will take you roughly two and a half hours. This game is longer than the two previous titles in this trilogy. Yes, the two games mentioned in the introduction are part of this game. Now, you don’t need to play the two previous games to understand everything in this game. But this game is as long as the two previous ones combined.

Sound support

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Earlier in this article, I said that the characters should be more expressive. But, there is another side of the coin. Sometimes, the lack of animation works in the visuals in their favor. Since, the sound design and sound effects make your head fill in a lot of details.

The sound effects really play a support role, sometimes to make the world come more alive. A small piece of advice I’d give is that in the next game you have some sort of subtitles for the sound effects as well for the hard of hearing/deaf people in your next game.

Something that shouldn’t change is the soundtrack. The soundtrack fits this game like a glove. It sounds atmospheric and creepy sometimes. And like I said, it fits the atmosphere amazingly. A rather common complaint from the previous game was sometimes the music and sound effects were louder than the voice acting, this is anything but a problem in this game.

This game controls extremely well. In this game, you almost exclusively use the left mouse button to control the game. This makes the game quite easy to learn. You might think that due to the very detailed art style, it’s not always clear where to click on. But the cursor turns into a nice hand icon when you can interact with something, and you can click the magnifying glass in the left corner to make sure you have investigated every spot.

Now, sadly there are a few complaints I have about this game. The first complaint is that activating the running in this game is quite tricky sometimes. I wasn’t always able to get the running to work, and the main character walks rather slow sometimes.

The two other complaints I have about this game are more UI based. Which is a shame, since they drag the amazingly crafted UI down. For of all, I find it a mistake that there is no save time in the load menu. This game has an auto-save system, but it’s unclear what the latest save is. There is also no way to manually save, either. So, you’ll have to rely on the auto-saving of this game. And that doesn’t happen quite often, only after certain specific events.

The second complaint about the UI I have is something of a pet peeve. Since there are multiple words for something, it’s always handy to have each item named. For example, you have a broom handle or broom stick. These names I’d love to see in the inventory. Since, when you don’t play this game in one sitting, it’s extremely handy to quickly hover over the items to quickly catch up with the items in your inventory.

All in all, this game is a huge improvement compared to the previous titles. The puzzles are quite challenging, and it feels quite rewarding to figure them out. The game has some issues for sure, but comparing the first titles of this developer with this game, it’s impressive how far this developer has come. A better hint system, better voice acting, a longer story and adventure… There is also a demo for this game if you are unsure if you want to pay the 12 euros for it.

The biggest issues I have about this game are rather small in the overall picture. My biggest annoyances in during playing were the running not always working as I hoped and the back and non-expressive characters during dialogue. I mean, the voice acting is so much better, but the animation needs to follow. You can’t have two back and forth sawing characters having a heated discussion.

So yeah, if those are the only two major complaints about an adventure game that’s well written and drags you into a emotionally gut-wrenching story with amazingly handcrafted enviroments… I mean, what’s stopped from me to recommend this game to everybody who enjoys adventure and/or point-and-click games? Nothing! I’m convinced that the next games will have more improvements since this developer works almost alone on these titles and the quality he is able to put out is really worth your time and attention.

And if you’d excuse me now…. I have a game to finish. So, that’s everything I wanted to say about this game for now. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care!

First Impression: PARANORMASIGHT: The Seven Mysteries of Honjo (Switch) ~ Playing Around With Curses

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Nintendo.com micrositeSquare Enix microsite

How far will you go to revive somebody from the death? Do you believe in the paranormal, or are those just story mechanics for a great campfire story? Those are some questions you have to ask yourself while playing this game. A horror visual novel that got released in March 2023, developed and published by Square Enix. Currently, you can play this game on the Nintendo Switch and Steam. But, you can also play it on your mobile phone. But wait a minute, that might be a worrying sign. If this game is also playable on phones, it might be filled with microtransactions or might not have too much depth. Now, I have already played a bunch of this game so, I’ll tell you if you should play or skip this game in this spoiler free review/first impression of this game. So, let’s dive right into it while I invite you to leave a comment in the comment section with your thoughts and/or opinions on the game and/or the content of this article.

Editorial note: this game is rated 16+ and covers some subjects that might be sensitive for some people. Digression is advised.

Playing Around With Curses

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I have quite the weak spot for adventure visual novels. Games that take you through a tense and thrilling story with a lot of twists and turns. Games like the Zero Escape trilogy, Danganronpa, Trace Memory and Death Mark are just a few examples that come to mind. So, when I read in the flavor text in the Nintendo eShop that this game takes you on a journey to discover the truth behind seven folk tale mysteries… Oh man, I purchased the game right away.

And let me tell you, the flavor text isn’t lying in the eShop. The story of this game really delivers. The story is indeed about how far would somebody go to bring somebody back from the death. There is no voice acting in this game, but the pacing of the text and the sound effects really add to the atmosphere.

In this game, you also play as different characters. You’ll experience the story from their perspective. Slowly, but surely, you get more pieces of the puzzle before everything falls into place. The story is the strongest point in this game, and it took some fascinating twists. It left me puzzled several times, and it hooked me into playing the next chapter or trying to look for a solution when I got stuck.

That’s something that can happen. You can get stuck in a chapter because you need to finish something else in another chapter. Thankfully, we have a helper. The storyteller is there to help you when you reach a game over or a dead end. When you reach that dead end or game over several times, the storyteller gives some small hint to nudge you into the right direction to progress in the game. It’s an amazing system, since you don’t get the solution right away, but you don’t get frustrated because you are stuck or don’t directly understand what you need to do differently.

It’s more than a painting

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You might have noticed from the screenshots, but visually, this game looks like a dark version of Okami. Everything in this game is hand drawn in a sort of manga/comic book style. And not only that, the environments are drawn with the help of the Tourism Division, the local museum, local community and the tourist association of Sumida, Tokyo. So, we are exploring places that are based or extremely close to how they look in real life.

Visually, the game looks gorgeous. Something that surprised me even more is that even with the few animations this game has during dialogues and gameplay segments, this game is still quite immersive. Together with great use of sound effects, camera angles and filters… the well paced dialogue really comes to live. Sometimes I really felt that I was standing next to the characters.

While I can totally understand that some people would want a bit more expression and visual stuff happening in their games, I think they found the right balance in this game. The only thing that sometimes looks a bit weird are the mouth movements of some characters. I felt like the mouth opened a bit too wide. But then again, I don’t speak any Japanese, so who I’m to judge?

In various places, you can look around in 360°. And sometimes that hides secrets. There are 20 hidden stickers of Mocking Birds in this game. And let me tell you, they are hidden quite well. You have to really investigate the area’s really well to find them all. In your overview of the stickers you have or haven’t collected, you can see a little hint on the ones you haven’t collected. And let me tell you, these hints are extremely vague. One hint even says: “Jackpot”.

Now, this brings me to the UI. Let’s first talk about the menu’s before we talk about the gameplay. The main menu of this game is extremely simple. You have a resume button, a button for the options menu and a button for the credits. Now, in game, the pause/inventory menu is opened by pressing “X”. Now, you can control this menu two ways. You can either use the left joystick as a sort of mouse pointer and the “A” button to click. Or, you can navigate it almost all the other buttons. It took a little bit of getting used to, but as soon as I got the hang of it… It was quite easy.

You can also see a dialogue log in this pause menu, which is sometimes very handy when you clicked something away too fast or just want to read up on something. There is also quite the extensive file system. There is a lot of information stored in there that also gets updated the further you get into the game. You always get a notification if something gets added or updated, and you can see the updated or added files easily in the “New” tab. The only thing I’m missing from these files is a sort of search feature. Since, sometimes I have to dig a bit too much… But then again, that’s half the fun of the game, too.

This game has an amazing autosave feature. When you exit the game and restart it, you almost always pick up right from where you left off. There is also a save and load system. You get five save slots, but you can load these from the main menu. If you want to use these save slots to share the game with somebody else… Be wary of the autosave, since it overwrites quite quickly. So, with a bit of using the manual save/load system you can have different profiles, but that isn’t built in.

Choose your words wisely.

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In this game, you have to be on your toes. You really need to be careful how you approach each interaction, since one wrong move can mean the end.

Thankfully, this game isn’t a kinetic novel. There is some gameplay in this game. First, you have to look around for clues to progress into the story. Sometimes you can’t even progress in a dialogue when you haven’t found the right clues in the area.

Second, you have to choose the right dialogue options. Like I said earlier, be careful that you choose the right option.

Third, there are some puzzles. The biggest hint I can give you in these puzzles is that you really need to take note of what you learn. Sometimes, the answer to a previous puzzle or another chapter can give you a hint to solve the new puzzle.

Now, something that might put people off from this game is that this game is on the light side in terms of gameplay. I feel that this game could have benefitted from a bit more puzzles, different from choosing the correct path in a dialogue tree. While the game and story is still fun and a blast to go through, I feel like some chapters are more used as exposition dumps than as gameplay. But then again, if you’d ask me to give an example, I’d draw a blank. Maybe more puzzles would ruin the pacing? It’s something on which I’m on the fence about.

If I really have to critique something in this game, then it’s lack of a sensitivity slider for the mouse cursor in the options menu. The speed is perfectly fine in handheld mode, but if you play this game on a bigger TV, it’s a bit too slow. Another complaint I have read about this game is how you have to enter the dialogue tree after you finish a conversation, that might be annoying for some people, but I didn’t find that too big of a deal.

Something I can’t complain about is the music in this game. The music in this game is already a part of my playlist of amazing video game music. It really adds to the atmosphere of the game, and it’s a joy to listen too. It’s also used in very effective ways to make scenes more tense or scary when they need too. If I’d have to describe the soundtrack of this game, I’d say that it’s something like AI: The Somnium Files. I can’t really put a genre on it for the life of me.

Now, this game is only 20 euros on the eShop. For that, you get a 12 to 14 hour game. I have to say, that it’s quite impressive that we get a full game like for that price. It has no silly DLC or microtransactions. So, that’s another bonus for this game.

Just like how you have different control options in this game. You can play this game without your Joycons at all. Well, only in handheld mode that is. Granted, the point-and-click interface might be a bit slow on big TV’s with a controller and the menu UI needs a bit of getting used too, but those are the only complaints I have about the controls.

In general, if you enjoy games like I said in the introduction… This game is a no-brainer recommendation. It’s one of the better visual novel games that I have played recently and apart from a few slower moments, I have barely anything negative to say about this game that doesn’t go in the nitpicky category. Now, if you don’t like reading too much in your games or want more action in your adventure games… I can almost assure you that this game isn’t for you. But, it might be worth it to check out a let’s play online, since this story is really something. It really throws you for a loop sometimes and really takes you on a ride.

In any case, that’s everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome in another article but until then, have a great rest of your day and take care.

Game Quicky: Snow Problem (PC – Steam) ~ Sorting The Snow

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Steam store page

It’s winter. So, that means that snow is falling. Snow is something you can’t stop and that might cause a problem. But, not in this game. In this game, the concern is that we need a certain amount of colored snow to beat the level before the time limit is up. This game is created by Dave Seaman from whom I reviewed games in the past. He was the developer behind The Rat Pack and Captain Disaster in: Death Has A Million Stomping Boots. Is the 3rd game I’m going to review from him a recommendation or is it one where he swings a miss. Let’s find out together in this Game Quicky article. For full disclosure, the developer provided me with a press key to play this game, but you may rest assured that you’ll get my 100% honest opinion on this game. And as usual, I invite you to leave a comment in the comment section down below with your thoughts and/or opinions on this game and/or the content of this article.

Let’s save the snow

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This game is the perfect easy to understand game. This game is perfect for small sessions when you have a bit of time to kill. The levels in this game are short and easy to understand, so it has that one more round mentality.

The controls are extremely easy. You basically only need the mouse to control this game. While there are keyboard shortcuts for the menu, the game is played with the mouse. It’s a little finicky at first to know at what speed you need to draw the lines, since the faster you go… The more holes there are in your line.

The biggest challenge in this game is to know where and how to draw your lines. Since, momentum is still a thing, so you really need to be careful so that you don’t screw yourself over by drawing a bad line. That’s why on the store page the developer recommends playing with a mouse… Since, this game with a trackpad, auwch. I tried it, and it wasn’t so much fun anymore.

To get used to the game, I highly recommend that you put the prep time to the highest setting in the main menu. The game can be pretty challenging and turn into a trail and error puzzle game, but the short prep time is really irritating if you aren’t used to the game. But, if you want more challenge, you can switch the difficulty easily by changing the prep timer.

A lot of the music in this game is famous classical music and, while I would have loved some original pieces by the developer as well, they fit the game perfectly. There are various tracks which play randomly in the background. It’s almost like you have your favorite music app playing a playlist in the background. Maybe it would be fun if the name of the track shows up somewhere and there is a sort of mini-player. But, that’s possibly a bit of a wild idea.

There is also a level editor in this game. So, that means you can share self created levels with other players. There is no Steam Workshop integration, but if that ever comes it would be nuts. But, the level files are small and easy to share… And the developer invites you to share your levels with him and who knows, they might be added as bonus levels in a future update.

Now, if you are unsure about this game… There is even a demo out of this game. So, you can easily try it before you decide to buy this game for the low price of 4€. You can also bring your progress of the demo to the full game which is an amazing feature.

There are also adorable punny Steam achievements in this game. They are extremely easy to get, but the pun filled nature really adds to the charm of this game.

Something I really like is how you don’t need to play all the levels in order. I really dislike the 21st level. I have tried various times to beat it, but I’m unable to. But, since you always have a handful of levels unlocked, you can just skip that level and keep it for later. You also unlock the next levels so, you don’t have to worry that one level will block you from seeing the rest of the game.

But not all is good in this game, sadly, I do have a few things to criticize.

Let the snow melt

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There are a few minor issues in this game. First, there isn’t a safe way to alt-tab out of the game. Usually, when you use alt-tab OR the Windows key to go back to the desktop, you can quickly look something up on the internet and return to the game. Not in this game, since when you re-open it… The resolution goes off, and all color is drained. I had this issue on three laptops I tested this game on. So, be careful if you alt-tab.

But, that’s a minor point. Since the levels are rather short and the game opening so fast, it’s easy to recover from that. Something that I do find a bit disappointing is that there is no pause feature during gameplay or a speed-up feature. Several times I was tapping my fingers on my desk because I knew I was going to beat the level, but I had to wait until it had played out.

Something I’d personally change is that the “how to play” is something that appears before you play your first level. While the gameplay is pretty simple, it didn’t click for me right away. It was easy to figure out after a bit of messing around, but I find it strange that this game has a sort of tutorial but hides it in the main menu.

Which brings me to something else, and it’s something I also have a solution for. This game doesn’t have a colorblind mode. And this is a big issue in this game since this game is highly based on color. One solution is to drastically change the colors OR use different shapes somehow. Like squares that aren’t filled or triangles. Or a 3rd solution is that you can see the color of the snowflake when you hover over it… But, that might not be too handy in the short levels. Now that I think about it, I think drastically changing the colors when somebody enables colorblind mode would be the best solution.

A minor thing I’d love to see changed as well is that after the prep timer ran out and the snow starts falling, that timer turns into a timer that shows for how long the snow will fall. While you have a little more time than there is snow falling, it would just be an additional touch on the game.

Something I have to bring up in the negatives is that this game can be repetitive for some people. That’s because this game only has “one” mechanic. You can only draw those brown lines to try to guide the snow to the spot you want too. I have a few ideas for other mechanics like having to draw those colored lines yourself OR having weight switches to open another path. And wouldn’t it be cool if there were levels where you have to avoid ANY snow from reaching the bottom? There is a lot more that can be done with this game and maybe food for thought for a sequel or spin-off? Or maybe DLC?

The final nitpick I have is, that ALT+F4 isn’t working. Only the assigned keys in the menu’s are working and that can throw you off when you forget about that. I got used to it, but it was a bit annoying sometimes when I accidentally alt-tab’ed out of the game to write this article and I had to force shutdown the game via task manager.

The final suggestion I’d give is that in the main menu… It would be amazing to see a small level preview pop-up when you hover over the level. It would be handy if you want to let your friends try a level without you having to click through all the levels you think that it is.

And with that said, I think it’s high time I wrap up this article. So, in conclusion…

But, what’s the snow quality

Overall, this is a very charming and relaxing game. While it has some rough edges, I think it’s honestly worth it’s €4 price tag. This game is the perfect time waster to waste a few minutes. It can be addictive as well. The game is easy to understand, and it has that “one more try” and “one more level” atmosphere to it.

There are a lot more things that can be done with this game, like more mechanics to spice up the puzzles but like I said in the article. But, the basis of an amazing charming little puzzle game is here. I’d recommend it to everybody who enjoys puzzle and/or casual games. Since, this might be right up your alley. It’s also perfect for to get into gaming in the first place.

I think this will be a game I’ll boot up once in a while to beat a few levels and move on. Especially, when my other games are downloading updates for example. Or I’d boot it up when I want to wind down. Since, I felt very relaxed while playing this game.

Snow Problem is another game by Dave Seaman with a lot of charm I had a blast playing. I’m really glad that the developer asked me to play this game since otherwise I might have just written it off as a silly little game, but under the hood you have a nice relaxing puzzle game.

And that’s everything I wanted to say about this game. I want to thank you so much for reading this article and I hope you enjoyed reading it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Score: 7,5/10

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 2 – Babylon

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In May and July, I have written about how the speedrun of Indiana Jones and the Infernal Machine for the GBC works. I wrote about the Any % route and the All Treasures route of the first level Canyonlands. Today, I want to take you on a journey to the second level Babylon. So far, we are following the levels of the N64 and PC version. But later in the game, we’ll have some differences. Anyways, before I get right into talking about the route, I want to mention that I’ll be talking certain terms and techniques that I have explained in the previous articles. If something is unclear, feel free to leave a comment in the comment section. Also, feel free to leave a comment in the comment section with your thoughts/opinions on this article! Anyways, let’s get right into it… Here I go explaining the route of the second level.

A small update

I have a few announcements to make. The first announcement is that two weeks after I published my write-up on the All Treasures route of Canyonlands, I decided to run the level again. With the possible time saves I have talked about in the article. And wouldn’t you know it, I have lowered the record from 4 minutes 41 seconds to 4 minutes and 36 seconds. Yup, I lowered the record by 5 seconds. I’m convinced that with a bit better movement and a bit more luck with RNG, the record might even go lower.

The second announcement is that all GBC categories are currently filled. What I mean by that is, that each category has at least one run. The only category that didn’t have a run was the full 100% run of the game. Where all treasures were picked up, almost all healing items (and sold) to play the full game including the secret level Return to Peru.

This run is stressful and not a lot of fun to do. Since, one or two mistakes in a level can cost you the whole level and in certain levels that can be a major time loss. In my run, I made a lot of mistakes, and I’m convinced it can get lowered, but that’s not for today. After trying for over three months, I finally got a run that I felt happy with, that made it to the end. And to my surprise, the end time was only ~25 minutes longer than my All Treasures run without Peru. The run took me 2 hours, 25 minutes and 56 seconds.

The final announcement is that I lowered a few other records. I lowered the time on Palawan Volcano and Infernal Machine. But, I’ll go more in detail about that when I get to the write-up of those levels.

With that said, here are the current stats of the second level.

Link to Speedrun.com page (All Treasures)Link to Speedrun.com page (Any %)
The current world record at the time of writing is owned by:

for Any %: the_kovic who ran this level in 4 minutes and 19 seconds on January 29th 2022.
for All Treasures: me who ran this level in 6 minutes and 44 seconds on February 28th 2022. (Note, my ILS is part of my All Treasures – No Peru record. That’s why the video time is so different.)

Editorial note: when I haven’t given credit to screenshots, it’s taken from my runs.

ILS = Individual Level Speedrun. A speedrun of only one level.

Good to know: when I talk about a “two block gap” or “a tile”… the size of a tile is give or take half Indy’s sprite.

The route

You would think that the route is quite different in the two categories due to the almost 2 minutes and a half-time difference between the two. But, let me assure you, that’s not true. The route is almost the same but only some differences that add up some time on the clock. So, I’ll mention these “side paths” in cursive when the time comes. So, the cursive text is something additional for the All Treasures route. Text in cursive should be skipped and ignored when you go for the Any % route.

The first 30 seconds of the level is the exact same for both categories. As soon as the level starts, you’ll have to mash “A” to get the text box out of the way and move to the right.

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Run from the_Kovic
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Run for the_Kovic

You’ll quickly reach a part of the structure where you can jump on. Jump on top of the lower brick and try to stay at the right edge of it while moving up. Here is a screenshot from the_Kovic’s run that has amazing positioning.

The reason that you have to be as close to the right edge as possible is that it saves a few frames on the jump to the right you’ll have to do when on the top.

Also, the_Kovic also discovered during making the TAS of the Any% of this game… That when you are on the edge of a block, the actual edge… You can make jumps further and higher than you expect. This’ll come in handy in the next screen. So, after the jump to the right, you’ll have to do some jumping up a “staircase” to exit the screen.

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Run from the_Kovic

When you enter the next screen, it’s important that you land on the block that’s sticking out. The reason is that otherwise, you’ll lose a lot of health. Health that you’ll need later in the level.

Granted, there is a herb really close by but grabbing that herb in Any% is out of the way and makes you lose more time than landing on the block. If you are certain of your abilities, this block can be skipped when you go for the All Treasures route, but the time gain is as good as lost with picking up the herb. So, yeah. I usually try to avoid taking damage here.

Now, next is moving towards that movable brown block. In the current world record by the_Kovic, he actually lost time. Remember how I talked about the discovery he made during the creation of the TAS? Well, you can make two gap jumps and land one block higher when you jump from the edge of the block. It’s something you can see in action in my All Treasures run at the 6 minutes mark.

Sadly, this is quite a precise trick and being able to do it saves ~ 2 to 3 seconds. Yet, failing it… Well, let’s say it can cost you ~ 5 or even more seconds. Depending on if you move the block or not. This jump can be implemented in more spots, but it’s not too beginner-friendly. Since, the edge of the block almost looks like Indy isn’t touching the block anymore at all.

Anyway, after you made this jump you’ll have to jump on the building. Be careful when you jump since almost the whole back tile is blocked by a wall. So, don’t jump too early. When you land on the building, a small cutscene plays with a door opening. And here is where the first route difference happens. After the cutscene, you’ll have two options.

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The blue arrow points to the all treasures route and the red arrow to the Any % route. Now, this door goes to a location where you only pick up one treasure and only has one entrance and exit. So, after picking up that treasure, you’ll have to jump on the building again and continue with the Any % route.

Now, let’s pick up our first treasure. To enter the door, you can either drop and run or jump from the block.

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Jumping is a few frames difference since jumping is a tad bit faster compared to first having the dropping down animation. Anyhow, it can also be a mental thing… It feels faster to me. Now that we entered the room, we have to do something that I always call… Dancing with the guard. The treasure is in the top left corner of the room. In the top right, a guard spawns. This guard is annoying and can decide if you lose time or not.

The fastest way to get the first treasure is going to the bottom of the tent and picking up the treasure, like the purple line shows. Now, the faster you do this, the less far down the guard goes. If the guard is at the position from the screenshot, you are safe to leave in the exact same way you came. Otherwise, you’ll have to go around via the top of the tent and lure the guard a bit away from the exit. Since, his hit box otherwise blocks the exit if you take the bottom route. Going via the top route looses a second but is safer. Also, if you lost too much health, don’t take the herb from the other screen… There will be a herb that’s a bit later you can grab that’s less of a time loss. Now, take the route with the red arrow before the cursive text began.

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So, when you jumped over the gap and moved down to the next screen. Here, you’ll enter a room with two treasures and this room is a pain for the All Treasures %. But, for the Any %, you’ll have to just drop in the water… Or when you know the right spot, jump into the water to save a few frames.

Now, picking up these treasures is a pain in the behind. It doesn’t matter to which way you jump first. But it matters from where. The safest is jumping from inside the purple squares. The best thing that can happen when you jump wrong is that you hit the wall. The worst thing that can happen when you jump wrong is that you drop into the water, and you’ll have to go around to get another chance. And that time loss, is way too high when you want to beat the ILS. This can only be a back-up strat in full game runs. In any case, after picking up the two gems, drop down in the water, so we follow the Any% route again.

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After dropping into the water, you’ll have to swim up. Now, for the all treasures route of this level, you’ll have to make a small detour. The quickest way to exit the water for the Any% route is like the black arrow, hugging all the way to the left. For the All Treasures route, let’s go with the red arrow. You’ll enter the same room but for the all treasures route, swimming all the way to the right avoids one scorpion to pick up the treasure. Also, there is a herb in the middle of the path. Something good to know is that this herb also cures poison stings.

So, let’s pick up our fourth treasure. For this treasure, you’ll have to avoid some scorpions in narrow hallways. After exiting the water, go up right away until you hit the well and then go to the left. You’ll find a blue gem. Be careful with jumping to avoid the scorpions on your way back to the other side of the wall where you picked up the blue gem… Since, jumping too far means, back into the water with you.

When exiting the water following the black arrow, avoid the sting when going up and exit the screen via the left exit. When you are following the All Treasure route of this level, the room you enter in might look familiar. It’s on top of the room with the tent where the first treasure is picked up. When you missed picking up the second and/or third treasure… Those gems, you can drop down here to get another shot.

Depending on how good your lines are, you won’t loose too much health in this screen. Go around the bend and jump on the ladder when there is one tile between you and that will make Indy grab almost the top of the ladder. After climbing up, go left right away, with a bit of luck, the guard won’t shoot you. After that, go down when you can’t go left anymore. But don’t hug the right most edge of the pathway down since the screen transition to the next screen won’t happen.

In the next screen, go to the left and drop down in the section without the guard. To get to the next screen, run on the left most line of the sand. Walking on the tiles won’t transition you to the next screen. On the next screen, hug the left wall and when it bends to the left, go left as well all the while hugging the wall. Now, you’ll come into an open area.

Let’s go a bit to the right to pick up the treasure we saw when entering this screen. When you jump up the block via the right edge to reach the right edge of the platform… You’ll be able to grab the golden coins without the guard being alerted.

Now, go left a tiny bit to enter the door. You’ll enter a small room with a lever. Try to flip the lever as early as you can. This’ll open a bigger door to the left. Exit the room and go to the left to the newly opened door. Now, it’s time to dodge some guards. Also, don’t get distracted but this is one of the few rooms where you’ll notice some slowdown, it looks like this room isn’t optimized and in the long corridor, you’ll notice it… If you don’t hug the wall that is.

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In this office space, there are three guards. Now, not taking damage here is almost impossible. So, dodge and weave boys. Go up, go left (don’t forget to pick up the treasure in the first office room, to the left) and go down. Go to the right. Now, in the one to last room, you’ll see a David Star with a hint to solve a block puzzle later. Since we are speedrunning, we shall ignore going into that room since the solution is easy and will be shown later in the article.

When you go up after the room, you’ll see the last guard. If you lost too much health, feel free to pick up the herb. If you have at least half your health, you are safe to continue. Shoot the two barrels so they explore and you can continue to the next screen.

The way forward is quite clear, it’s going down. This will make Indy drop down into a pool of water and now we get to the water maze. The biggest reason why there is such a big time difference between the Any % route and the All Treausures.

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Now, allow me to me to use a diagram from the walkthrough by Jeff H. to explain the next parts. The red line is how the fast way in the underwater maze is. Always hug the walls, since that saves frames. Also, there is a small mistake in the diagram. The part before the last bend is a bit higher than shown on the diagram. Don’t waste too much time, since it’s a thight squeeze otherwise. When you go for the all treasures route, do pick up the first treasure in the first swim. After picking up treasure one, exit the water maze and let the breath meter fill before you go to pick up treasure two. This additional swim is one of the biggest reasons for the time difference. We have collected 8 treasures now. Be careful to not press A too soon to pick up the treasures, since Indy’ll swing his machette and this is a small timeloss.

After exiting the water maze, you’ll notice two pressure plates to the edges of the room. First go for the left one and then for the right one. This’ll activate an elevator down in a small cutscene. Then, from the right switch, go up to hit another pressure plate. Hit this switch three times by going on it and off it and on it again. The faster you do this, the more time you save. Then, press the pressure plate one of the left also three times for a small door opening cutscene. Enter that door.

Now, you will enter the room with the David Star where you saw the clue earlier. Move the right block to the most bottom spot on the star. Move the left block to the second spot if when counting anti-clockwise. A door should open. A visual aid:

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We are almost at the end of this level. Let’s pick up some tablets. Now, remember this moment for a bit later in the article. Go to the left right away to find a small platform with a yellow L looking thing on it. This is one of the four tablets you’ll need to finish this level.

The red circle in the screenshot is where the tablet was. Now, the next jumps are a bit tricky if you aren’t too used to diagonal jumps in this game. Of course, in the all treasure route, we pick up the treasure. Doing this jump to the ladder saves some climbing time. And like I explained in the Canyonlands write-up, climbing in this game is extremely slow.

When you reach the top of this ladder, you’ll see another L-tablet. Of course, pick that up. Then use your whip to reach the platform to the right. On that platform, pick up the tablet and use your whip to go to the right again to go pick up the final clay tablet.

Now, on the last platform, there is an extremely tricky ladder snipe you can do. The ladder at the bottom is extremely close and it’s extremely easy to over or undershoot it. Feel free to try it since it save a few seconds, but missing the snipe means game over. I usually play it safe and jump across the gap on the right to slide down. This is one of the main reasons why I said you’ll need some health, since if you keep pressing down to go faster on this slide down, you’ll take a considerable amount of damage.

The next step is exiting the room. Now, remember that moment when I said to remember that moment? Well, if you know this room well and practice it… You’ll be able to finish this room in 45 – 50 seconds. The most annoying bit is the whip part since if you aren’t at the right spot, Indy swings his whip in the air and this is the biggest possible time loss in this room. Also, don’t forget that the SELECT button swaps faster between your inventory than actually going in it. The clay tablets don’t appear while using SELECT.

So, now you will need to head to the elevator you activated earlier. Activate the elevator by pressing A whilst having the hand icon at the bottom. This room is the final room of the level. Don’t forget to pick up the final treasure. Since, you won’t be able to pick it up as soon as you place the final tablet! I usually pick it up before doing anything else in this room.

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You’ll see a cog and something that looks like a button/switch. Go stand right in front of it, facing it. Open your inventory and select the cog item. This will open the location where you need to place your four tablets you picked up.

Now, when you face the tablet placing spot… Keep calm whilst navigating the inventory. Know that the cursor goes a bit slower then when you press or hold it. The amount of time I lost by doing horrible inventory navigation, it isn’t funny anymore. After placing the 4th and final tablet, a map will be revealed and the end of the level jingle will play.

Wrapping up

This is one of the levels I rarely have trouble with. While I did make some silly movement mistakes in my All Treasures ILS, I did have the route down. I think I can shave off at least 5 to 10 seconds with a lot better movement.

Also, the current Any % world record can be beaten when the at the start, the block isn’t pulled to get on the building and the ladder snipe at the end is implemented. It would bring the record a down by a few seconds. But, you’ll need to play the level close to perfect to beat it. I tried it once and I thought I got it, but due to a bad jump, a bad lever flip to open the office area and no ladder snipe, I lost too much time.

Both records are close to fully optimized. Like I said earlier, my All Treasures has some bad movement and the_Kovic’s Any% doens’t have all tricks implemented. But, you’ll need to practice to be able to beat the times. Unless, there is something I’m overlooking or a new strategy is found or route optimization.

The biggest thing of this level is that it’s a longer level to run sandwiched between three shorter levels. Especially for the Any% runs. I mean, Canyonlands is beaten in a few seconds, and the two next levels can be beaten in give or take 2 minutes. Actually, think about it, the comment doesn’t really count if you go for the All Treasures route.

Anyways, that was the write-up for Babylon. It would be a bit silly to create two parts for this level since almost all treasures are on the Any% route or a bit besides it. But, it made for an amasuing article to write and I hope to read as well. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Speedrunning Indiana Jones and the Infernal Machine GBC – Level 1 – Canyonlands (Part 2)

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Introduction to this miniseries

A while ago, I wrote an article about speedrunning one of my most treasured childhood games. One of my yearly traditions is playing through this game and ever since last year, I wanted to have a new challenge. That challenge I found in speedrunning the game, and now when I’m playing the game, I try to challenge myself to try to beat my PB. In this miniseries, I’m going to talk about the current route, tips, and tricks of the Game Boy Color speedrun of this game. So, let’s grab our hat and whip and let’s dive right into the first level… again? Well, yes. It’ll soon become clear. Also, feel free to leave a comment down below with your thoughts and/or opinions on this article, the content, the game and/or the route.

Introduction to All Treasures

In the first part, linked higher, of this miniseries… I talked about the Any% route. Basically, the goal in the Any% category is to finish the level as quickly as possible. Now, there is another category we have and that’s “All Treasures”.

So, in each level of this game, 10 treasures are hidden. The Game Boy Color version is an exception to that, since it has two levels with no treasures. This exception doesn’t even apply to the PC nor the N64 version.

The treasures are meant to buy supplies at the “IQ store” in between levels. In the PC & N64 version, you can buy more varied health items and ammo but in the GBC (Game Boy Color) version, you can only buy either a health kit or a poison kit. And you can have a max stock of 5, which is also different compared to the PC & N64 version.

Now, all treasures is a tricky run to do. Since, in the GBC version, you need to play close to perfection if you want to unlock the final “secret” level Peru. In a full game all treasures run you can choose between two categories. You either go for “All Treasures (No Peru)” or “2055 IQ”.

The tricky thing about “2055 IQ” is that you basically can’t close to anything, or you won’t have enough points to go to the Peru level. And in the run, you aren’t allowed to cheat and after beating the game enter the level code and skip the challenge. But, the tricky thing is that some levels require you to use a health pack for the quickest route. It’s a puzzle I currently haven’t attempted and plan to do one day.

But, I’ll focus on full game runs in their separate article. For now, let’s focus on Individual Levels Speedruns or ILS for short. So, how is the current route of the “All Treasures” of Canyonlands? Let’s explore!

The category rules as of writing this article:

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Link to Speedrun.com page
The current world record at the time of writing is owned by me who ran this level in 4 minutes and 41 seconds on April 17th 2022.
The previous records I had were: 5m25, 4m58, 4m53.

Feel free to follow along while waiting the run.

Note: in this article I talk about time marks of the run. Since there is a failed run in the upload, the video time doesn’t match the run time. I’m sorry about that.

Note 2: when I say “current record”, I obviously mean my current record at the time of writing this article. So, I hope to clears up confusion when this record is beaten and/or improved by me or someone else.

The run explored

So, unlike the Any% route… We avoid the ladder snipe down directly. Since this snipe would make 4 out of the 10 treasures impossible to collect. So, we go left.

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Now, the movement of this scorpion on the other platform is an RNG fest. In most cases, if you hug the upper wall, you can avoid it without any problem. When I get bitten by the scorpion, I reset right away. The lost health from the poison makes gathering the first treasures way more risky.

So, the sequence of events here is:

  • Jump over the safe pit
  • Huge the uppermost wall and go left
  • Jump over the unsafe pit
  • Ready Indy’s whip by mashing select twice while running left
  • Jump at the last second, so you jump over the waterfall.
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If you do this sequence perfectly, you’ll be right in place to whip over the gap. Yet, this is easier said than done. The sequence of inputs I just described are close to frame perfect in some places. All these actions take place in give or take two or three seconds. When I don’t reach the other end and climbing the ladder when the timer hits 11 seconds, I know I can reset the run.

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Why do I see that as a reset point? Well, because I know myself. If I allow my timer to be higher, I’ll go in a slight panic mode since I feel like I’m unable to beat my record and make too many silly mistakes sometimes costing me the whole run. So, it’s to keep myself calm. Anyway, you might have noticed that yellow coin looking thing in the 2nd screenshot. That’s one of the four treasures here. That’s the treasure you should get last. If you take this as your first treasure, you’ll lose a lot of time since there is no easy way to get back to the area with the first three treasures, and you’ll have to do the whip swing again which costs around a second or two.

Oh yes, you can save some time if you jump up right after swinging with the whip. This saves half a second in climbing, but it’s tricky to do, and a bad jump can land you either lower or just at the bottom of the ladder losing the time save. But, as far as I know, there is no real danger in trying to attempt this trick.

Now, after you climbed up… I highly suggest that you press select once so Indy’s hand is the tool you are using. Now, there is something you need to know about doors in this game.

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I enter the treasure room in my current world record around 16-17 seconds. If you watch the run, you might notice that Indy looks like he is entering the wall.

Now, here is the thing about doors in this game. The hitboxes are wider than they visually appear. So, in other words, visually it looks like you can enter where the aqua line is. Yet, you can enter where I drew the white line.

Trying to enter a door as soon as possible saves a few frames, but these add up quickly in this level.

Now, this is a moment where you can make a choice. I haven’t tested it which route is faster. The first choice is that you go for the two treasures above and the second choice is that you go for the treasure at the bottom. Both have their dangers but all three need to be collected.

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The sequence of collecting these three depend on me if I’m able to enter the door behind the stone you can push. Usually, I go to the right of the stone and push it to the left while hugging the wall. I let go of left at the end of the push animation to push up and usually Indy goes in the door right away.

Yet, in my current world record run I decided to do things a bit different. I decided to jump up right away and get the two treasures on top. Without pushing the stone at all. Which is a dangerous and risky move.

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Usually, when you push the block to the left… You can jump up on the left side and grab the red jewel. After that, it’s easy to avoid the bastard of an enemy and grab the green jewel. Oh, jump over those tiles with the crack in them. Since, if Indy is full on that tile… He’ll fall down below in the water without any way out. Loosing your chance to pick up the treasures in this area.

If you go up right away, the chances of that enemy poising Indy is a lot higher. But if you go up, you’ll need to first go for the green jewel. Since going for the red first will make you a better target for the enemy and corner jumps are quite tricky, and I landed so many times on those unstable tiles during attempts, it’s not funny anymore. Also, I find that when you drop down after the red jewel, it’s easier to line Indy up to push the stone without having to re-orient him.

So, let’s push the stone, so we can pick up the final treasure in this treasure room. After going up, there is a very ideal way to move in this room to have the fastest time.

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Yes, I’m taking screenshots of the YouTube upload
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The blue and purple lines show the way towards and back from the treasure. Depending on the movement of the scorpion, it’s easier to line yourself up. While you can walk pretty close to the water… It’s a reset when you fall in. Since, you lost your chance to pick up two treasures now. In my current record, I chose to go down & around since the scorpion was a bit too close to the ideal route and I didn’t want to risk it.

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And also, it’s best that you pick up the treasure on the first few frames on your way back. Since, you’ll be able to keep your momentum which saves a few frames. You can see how I do my controller inputs for this around the 37 second mark in the run.

On my way back, I noticed that the scorpion was down below, so I was able to get closer to the edge with the water. But, it’s possible to get even closer, but remember… This is quite risky since falling into the water makes you unable to obtain certain treasures. Since, unlike the PC/N64 version, there is no way to get back up here and obtain these treasures. Even in casual play.

So, around the 48-second mark… I have left the treasure room. With a bit better movement and not being poisoned by the enemy I think I can shave a second off here. Yet, it would be extremely tricky to do and risky. After leaving the treasure room, it’s time to go to the right to go down, jump over the waterfall and pick up the coins we saw earlier to pick up the final out of 4 treasures on top here.

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During my current record, I lose a bit of time here as well by hugging the upper wall.

Now, comes something risky. After collecting the coins, you’ll need to jump down and try to line Indy up the closest edge of the waterfall. The goal is to land in the pool down below closest to the exit point. But, when you jump down too early… You might let Indy miss the pool and die. Jump too late, and you lose a second or two in the water since Indy swims so slow in this game. My drop/jump around the 53-second mark isn’t perfect. I was too center. I had better but I also had worse. After dropping into the water, exit it as soon as you can at the top right-hand side.

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After exiting the water, you might notice that enemy and want to jump over or away from it. Don’t. Since, it’s somewhat easy to avoid and you are risking loosing time by either dropping back into the water or jumping too early/late and getting poisoned. Just move a bit down around the spot in the screenshot above. I actually moved down perfectly in my current record. Since, you need to avoid a wall and go into the door a bit behind it. This is what you see me do around the 1 minute 4 seconds mark.

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Now we enter a “puzzle” room where I hate the movement with a passion. If there is one thing I’m not too good at… that’s precise movement.

The solution to the puzzle is that you need to walk on the sun tiles in a certain sequence. First, you hit the 3rd tile counting from the left. Then, go to the first tile without walking over the second tile and just walk over the rest. So, from the left the sequence is: 2-3-1-4.

The issue here is that the hitboxes of these tiles are a bit off. The tops are quite sensitive and the bottoms aren’t. So, when you try and walk from tile 3 to tile 1, it’s easy to trigger tile 2 when you go overtop. Now, it’s highly recommended that you go overtop since the treasurees will drop from the totempole you see on top this room. So, yeah, this room is tricky and might require some “training”.

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Now, after the treasures drop: go for the left most treasure first! Since, the right most treasure is perfectly in line with the door. Mixing these up might cost you a few frames. After exiting this puzzle room, you go to the right. There is another stone which needs to be pushed down once and then left once. It’s possible to jump from there to ledge above the door. Yet, I find it safer and more consitent to push it left twice so the gap is only one block. For some reason, I have a hard time making those two block jumps from a lower to a higher platform. While it is possible as you’ll see in the next level.

Now, hug the wall and jump at the last second as shown in the screenshot below here. If you do it right, you’ll grab the ladder and skip a part of the climbing animation. This is one of the minor optimisations you can do to save a few frames. Yet, be careful with trying this one. If you push Indy too much to the left, you will not grab the ladder and miss the platform and have to go back on the ledge.

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After this, it’s a bit of climbing we need to do. Jump earlier to the ladder to skip climbing it when you can. This is an easy trick to master which can shave so much time off your runs. After the 2nd ladder, be careful since there is a scorpion quite close to the part where you accend from the ladder and being poisoned there is real easy. That’s why I usually jump forwards once to avoid that and get closer to the door.

Be sure you are at least more half health now since there are some parts coming up that will require you to be able to tank/take some damage. If needed, there is a herb in the hallway. Herbs are faster to heal compared to going into the menu, going to a medkit and then going out of the menu. You see me pick up the one outside of the hallway around the 2 minute 2 seconds mark.

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There is a reason why I take out the pistol around the 2 minute 18 seconds mark. Because there are some enemies coming up which are difficult to avoid when you exit a door. I rather shoot them to be safe. Now, it’s possible to save a bit of time to do a corner jump from the ladder platform as shown with the purple line. But, it’s a tricky one and might cause you to loose your run. Corner jumps are in general not easy in this game. Usually, I take the safe route wit the lightblue line. Which looses a few frames, but it’s safer and more consistent.

Now, after this, you can make another choice. Go right into the closest door or go for another treasure. There are 4 left we still need to get and it doesn’t really matter which one you go for first. I usually go for the bottom one last. If you want to go for the bottom one first, be my guest. This will be the last treasure talked about in this article.

So, I go into the closest door right after killing that enemy. In that case, don’t put your revolver away. Since, scorpions have this nasty “”feature”” where they can poison you during the whipping across animation. So, shoot the scorpion dead when you enter the room and go left to whip across. Remember to use select to switch between your tools to save time. Opening & closing the menu adds so much additional time.

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Now, don’t make the same mistake as me here. When you need to whip across, you shouldn’t be right at the edge since Indy’ll whip in front of him then. And this’ll cost you a second or so. Stand a bit more back. When you are swinging across, you might notice the next treasure.

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If you pick it up now, it’s fine. If you want to pick it up on your way back… It’s fine as well. The time to pick up this treasure is the same either way. In my current record, I chose to pick it up after the two treasures after whipping across again. So, don’t forget to pick this one up if you skip it now. But, after whipping across… Shoot the enemy, for a similar reason as before. Now, after that, you’ll see two doors at the bottom.

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You can choose the sequence of the two here. Since I have the gun equiped, I prefer the left door first. So, I’ll explain the right part later.

The gun is equiped and we go in the left door. The gun is needed since there is a nasty troll scorpion that you will encouter right after exiting the hallway after the door. Either move to the right, right away, or shoot it. If you shot it without getting poisoned, count yourself lucky since that will make the upcoming part way easier.

Now, the treasure is at the bottom of this section. Drop down as quickly as you can without taking too much damage. Since, you’ll need the health to tank scorpion poison since they are so nastly placed. Be sure to switch back to the hand to pick up the treasure box. I started my decent on the 2 minutes 47 seconds mark. The decent was quite clean. But, my ascend. Oh boy. From 2 minutes 56 seconds you see some messy jumping and me getting screwed over by scorpion poison twice. It’s something to costs me so much time and doing the ascend propely is somewhat stressful.

So, after the hallway, equip your gun again to kill the newly spawned scorpion and now, it’s time to explain the right door. For that door, be sure you have the hand equipped. Since, right after exiting the door, you’ll have to drop down.

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If you drop down on the corner edge of the platform, you reach the hitbox when Indy is in that landing animation and when you mash “A”, you’ll pick up the treasure. Go left and swap to the whip to swing across.

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Jump across the death pit and be VERY careful trying to do a ladder jump here. It might save you a few frames into the climbing animation but missing the ladder means certain doom and dead run. I rarely to never risk it here since I desipe loosing a run to a silly mistake near the end of the run.

After the ladder, go to the right, up and over jump across and get back into the door. After that, swing across the two gaps and get into the door again. Now, we come back to one of the choice spots. Since I started to talk about the “top” door first, let’s go down and to the left now for the final treasure.

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In here, there is the final treasure of this level. Be careful to not step on the cracked tiles since they drop you down lower in the level. And when you don’t have enough health, they are deadly.

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Now, it’s time to go to the right the whole way after exiting this door. Go towards the ladder we climbing up, where I said you could save time with that risky corner jump. And now go to the right instead of the left. And then, it’s basically the Any% run route after the ladder snipe. Be careful, since now there is an extra scorpion for you to avoid. But, I use that one to jump at the right time to speed up the first long climb.

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My ending was a bit messy but hey. That means more time can be shaved off this run. Since we played the full level, we see Sophia actually walk up to Indy. When you do the ladder snipe of the Any% run, Sophia won’t show up but the textbox will play.

Don’t forget to push “A” to skip the textbox faster. And yeah, that’s the whole route.

Looking back on this run, I’m certain that a run of 4 minutes 38 seconds is totally possible. Especially since I saw a lot of potential improvement while looking through this run to write this article.

Now, this level has one of the biggest differences between the Any % route and the All Treasures route. A 4-minute difference even.

After writing this article, I’m quite hyped to try and beat my record. So, I’m going to try and do that during my summer holidays. Keep an eye on my Twitter since I’ll post there when I have beaten my time.

But oh boy, was this a long article yet a fun one to write. Next time in this miniseries, I’m going to take a look at the second level Babylon. Maybe I might write only one article about that level since most of these treasures aren’t too far off the main route for Any%, yet they do cost a lot of time to grab.

And with that said, I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article and until then, have a great rest of your day and take care.

First Impression: House Flipper (PC – Steam) ~ Renovations On Top

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Steam store pageOfficial website

Sometimes, you just need to give a game or a concept a chance. You’ll never know if it grows on you or not. When I got a Steam key for House Flipper by being a subscriber to Humble Bundle’s Humble Choice, I was intrigued and interested on how this game is going to work. Are we going to flip the houses ourselves or are we going to run a company that does house flipping? Well, it’s the first. We are going to do the house flipping and decorating. And today, I want to take you on a journey with me to talk about my first impressions of this game in my usual Game Quicky format. Where I first mention the good things, then the bad things to wrap up with a conclusion at the end. Oh, and any comments on my work on this article and/or the game are welcome in the comment section down below.

No need to renovate

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In this game, you play as a handy man who cleans and renovates houses. The skill set of your character goes from being a painter, electrician, plumber, interior decorator, carpenter… And your character does everything which for some jobs a (whole) crew does.

Honestly, I knew that I wasn’t too good at interior decorating, and it shows. There are several Christmas levels where you have to decorate the house with a lot of decorations. In a lot of cases, my end result often looks like a quickly thrown together mess. But, here is the strange thing about it. I enjoy decorating the houses.

In terms of difficulty: if you want a challenge, look elsewhere. The focus of this game isn’t in being difficult or providing some challenge. It’s more a sort of sandbox-ish type of game where you have to do certain jobs for people and if you want, improve their houses with for example new furniture or nicer decorated walls. Also, the price you earn goes up depending on the materials used and the amount of upgrades you did to the house. This doesn’t mean that the game isn’t rewarding to play. The before and after pictures you get after a job well done are so enjoyable and rewarding.

There are a lot of things you can do around the house. At the start of the game, you’ll unlock each and every skill by tutorial jobs. After these tutorial jobs, you’ll be able to use these skills in your own house and other jobs. The game can get somewhat repetitive if you don’t use the skill/perk system.

The perk system is a great system that helps you do certain tasks more efficient and faster. Image being able to paint three sections of wall at the same time instead of one. Or being able to upgrade your broom to clean faster (To be honest, I wish cleaning worked similar in the real world. Just heaving to wave a mop in the direction of the mess and voilà). Each skill/category has 9 perks in 3 sections. Each time you preform said skill/category a certain amount of times, you get a skill point with which you can unlock an upgrade. Compare it to the skill tree in Skyrim. This system actually compelled me to 100% each job since that made me get closer to new skill points making the next jobs go more smoothly and faster to do.

The controls of this game work flawlessly. This game also works with a controller, but I honestly prefer the mouse & keyboard combo for this game. I find that I have way better control over the game with the mouse and keyboard compared to the controller.

Visually, this game looks amazing. The game looks somewhat realistic while keeping your typical “game” look. Sadly, there are just a few things that look a bit unrealistic, but these don’t really destroy the illusion too much. Something I really like is how this game takes certain possible phobia’s in consideration. There are cockroaches in this game. But if you suffer from Katsaridaphobia, you can disable them right before you see/hear them for the first time. You can change them in glass shards. And to be honest, I find that the mechanic to clean up the glass shards works better and is a bit easier compared to cockroaches, but that’s such a minor detail.

The music and sound effects in this game are quite relaxing. I feel right at ease and relaxed while I’m cleaning and renovating houses. It fits the game like a glove and the sound effects as well. I wish there were more sound effects for some things like for cleaning, placing wall tiles… But that’s always a delicate balance if you put more sound effects in your game or less. Since, too many sound effects can be overwhelming and make the game “too busy”.

There are two styles of gameplay. You can either do jobs where you have a certain requirement of things that need to do be done. This is sort of the adventure mode of the game. Honestly, I have spent most of my time playing this game with the job system. Since, you can use that access money with the other mode. In this mode, you can play on the housing market and really buy, renovate and sell houses. You always have a list of potential buyers and trying to match a house to their needs with their live reactions at the side is a real interesting puzzle.

Now, if you are interested in this game and want to get even more out of it… Well, you can expand this game with additional DLC. You can access most of the main content without the DLC and I can still tell you that this game is still a lot of fun without the DLC. Every DLC adds a handful of missions, new items and new mechanics and expand the game even more. The only negative I have is that the DLC’s are a tad bit expensive in my opinion. I would find a more fair price to be €9,99 instead of €12,5. But oh well, it’s clear that a lot of effort has been put into them and if you are really enjoying the game, I think the DLC is worth it.

This game auto-saves at the interval you set in the options’ menu. And if you leave in the middle of a job, you can continue it when you boot the game back up again. There are some bugs with the cloud saves, but one of the main forum threads has a solution for that. But, the amount of options and things like that in this game is just amazing. You can set almost anything to your hand and I love it.

Something I also really enjoy in this game as well are the achievements. They add additional challenges and charm to the game. They add some replay value, and they even make some jobs unique. Since, if you only stick to the requirements to finish the job… Some achievements can be easily unlocked by later jobs.

Now, something that is amazing is that this game also supports the Steam Workshop! So, if you don’t find what you are looking for in the base game or DLC… You can visit the workshop and look at the over 16000 items on it.

Renovations needed

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Overall, the UI is close to perfect. But, at this moment of writing, the text entered into the tablet has some minor delay. It’s also not easy to remove everything at once. Something like a blinking cursor in the search field when you want to type in it would go a long way. Sadly, there are other minor things like that in the visuals. For example, the long grass at your home stops at a certain line. Near the hedges, actually. Another thing in terms of visuals and UI is that sometimes, it’s a pain finding the exact spot of e.g., dirt on the mini-map. In very rare cases, the task list or the mini map is saying that there is still stuff to do while there actually isn’t.

This game is translated in a lot of languages. I love this fact, since it makes the game a lot more accessible. Maybe, I might be extremely strict on this, since I’m an editor for the Dutch/Flemish translation of WordPress… But, the Dutch translation has various typos and inconsistencies. From wrong use of verbs to not using capitals in menu’s. Thankfully, the English version of this game works extremely well and still, I find it extremely impressive that this large game with so much text is translated in so many languages.

The overall quality of the translation is fine, but I honestly think that in an update, they should let various language experts go over the translation since I think there is a lot that can be polished up and improved. Since, if you aren’t well versed in English and know what everything means or what different objects are called, you might have problems with this game.

Overall, the camera works perfectly. Since, this is a first person game, you have full control over it. Sadly, in some montage sections, the camera dips quite weirdly. These moments are thankfully extremely rare and are mainly caused when you do the assembly in a different order. Knowing what the next steps are or going out of the assembly process and going back in usually fixes these minor camera goofs.

There are some minor things that could be communicated to the player better. The best example I can give is in the painting. In a lot of cases, like in the assembly process, you hear a little sound effect when you are finished with a step. You don’t get that with painting. When your wall is done, you don’t get a small notification in the corner or something. Of course, this might be because of the perk that you don’t waste paint on already painted walls but still… It should have more communication.

Like how tasks disappear way too quickly from the small to-do list on the right side of the screen. Give the player some time to see and realize which task they just completed. The task disappears when the jingle of task completed plays.

But the biggest offender of not communicating is the demolition. It’s not easy to fully destroy a wall and know what’s going to disappear or which pieces are waiting on you to hit with your hammer. I honestly think this should be improved upon since it makes this game a tad bit annoying sometimes. A great start should be unable to build a wall in that spot and have the offending still to destroy bricks flash or turn in red or another color. A similar fix would be helpful if you are unable to find that last dirty spot on the windows. Since, the lighting there sometimes makes it extremely hard to spot sometimes.

Sadly, some mechanics are a bit too finky sometimes. If you buy a shelving unit and try to place items on it without a ladder… Oh boy, it’s no easy to put items higher than eye height. Or that if you pick up tiles, and you want to change to different tiles, you first have to remember to lay the remainder down. Thankfully, as soon as I got “used” or knew my way around these little quirks, these problems didn’t annoy me that much anymore.

The invoice – Conclusion

I never expected this game to be so much fun. It’s an enjoyable relaxing time waster that fans of casual games, simulations should give a shot. I’m quite certain that if you enjoy building aspects of games, you’ll enjoy this game as well.

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Now, this game isn’t perfect. There are some things that should be polished up. It’s such a shame seeing this amazing title with some rough edges. Especially when there is so much love and soul put into this game. And it pains me that most of the negatives are almost nitpicks. I think that an update where things are polished up, mechanics are made more consistent with the other mechanics… That would be a very welcome update.

Overall, this game is a relaxing enjoyable game. It’s mindblowing how the game handles so many combinations and mechanics so well. The expansiveness of this game is so broad that I can see myself coming back from time to time after a stressful day at work to wind down. (By doing chores in a way, but hey…) While the game has its problems, some textures, and models looking a bit too out of date… There are a lot of other things like two different game modes that more than make up for it.

It’s quite clear that this game is a passion project by the developers and the love and attention to detail is shown in the game. When writing this first impression/review, I had a really hard time finding actual negatives in this game apart from several technical things that can be improved by a few patches.

I found this game at the perfect moment. I was looking for a more relaxing game I could play to wind down when I’m over stressed or had a busy/hard day at work… And then booting up this game and hearing the calming music and being able to let my creativity flow and create and improve houses… If you got interested in reading this article or looking at gameplay video’s, give it a go.

If you enjoy games like the Sims or building in Minecraft or more relaxing games, I would highly advise this game. While I totally understand that this game isn’t for everyone, it did click with me, and I’m still so surprised that this €20 game has so much value and polish. Now I’m so curious to see where the active developers are going to take this game next.

And with that said, I have said almost everything I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

First Impression: Desperados III (PC – Steam) ~ Pimping Nostalgia

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Official websiteSteam store page

I still remember when I first played the original Desperados back at a friend’s place. It didn’t take long for me to get hooked. To be very honest, I never really beat the original game. That’s mainly due to my playstyle. In action games, I love being more aggressive and “in your face” instead of being stealthy what that game more required. When the 3rd game got announced and released in 2020, I was beyond hyped to play it. But, a lot of different games just distracted me. I was also afraid that I wasn’t going to enjoy the game too much since… yeah my playstyle. But then, this month’s Humble Bundle got a key for Desperados III and I bought it. I started playing this game and yeah. I wasn’t wrong putting this game on my top 10 games I’m looking forward to in 2020 list. But, what exactly do I think about it? Well, I’ll explain in this article while I invite you to leave a comment in the comment section with your thoughts and/or opinions on this article.

Pimping nostalgia

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While this is the 3rd main entry in the series, you don’t need to have played the first two games to enjoy the story in this game. Since, this game is a prequel to the first game. Basically, the backstories of the main characters are set up in this game. While we see a few familiar faces to the originals two games, we also see two brand-new characters.

The pacing of the story is a little weird. Because, the main setup of the story is explained over the whole first chapter. You don’t want to know how many times I have rewritten this section to avoid spoiling something. Let’s just say that the story of this game is quite interesting and doesn’t disappoint for your typical Western story.

The story doesn’t overpower the game, since the star of the show is the gameplay. But, the story doesn’t disappoint at all. I love the voice acting of all the characters. The performances are amazing and fit their characters as a glove. I was surprised to learn that this game got a completely new cast to play the characters. If I hadn’t looked that up, for some characters I wouldn’t have been able to tell.

So, let’s move on from the story and characters and start talking about the gameplay. In this game, you have to complete several missions with a small group of characters. Each mission is different and not only in terms of the map you play on. For example, in one mission, you are trying to fight your way to the dock without any of your weapons and in another mission, your group is separated into two groups that start at the other side of the map.

Survival is awareness

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If you want to survive in these missions, you have to be very aware of the characters in your crew. The main cast exists out of 5 characters. And all five of them have different weakness and strengths.

One character can throw a knife whilst the other is a sniper. Understanding their abilities and when you use them, is key. Something that this game does extremely well is that there are various ways of tackling each mission. So, you can play this game however you want.

The additional missions you can do in each chapter, give a clue on how different you can beat each mission. There are even missions where you can beat it without having to kill one guard. Whilst you are playing through a mission for the first time, the optional missions aren’t revealed to you. When you are playing through it again, then you can see the optional missions. You can earn badges for a more “perfect” score as well. On top of that, after beaten several missions, you can unlock new challenges where you can replay a mission with additional challenges and/restrictions.

The difficulty curve of this game is just polished extremely well. When a new character gets introduced, the mission is a sort of tutorial on how to use that character. I still remember that in the original game, after you rescue a character, you get a mission with barely any enemies where you learn how that character works. Not in this game. You get various “papers” you can pick up that show a short movie on how the mechanic works. This is such a breath of fresh air.

Something I adore in this game as well is the quick save and the quick load system. You might think that this mechanic is quite aggressive. Since, when you haven’t saved in a hot minute, you get a pop-up almost in the middle of your screen. But believe you me, it’s a great reminder. It makes this game way less frustrating when you make a tiny mistake or want to try something. Also, when you accidentally quick save in a situation that leaves you in a sort of soft lock, in the pause menu you always have your three last saves. So, you can roll back further when needed.

A big improvement compared to the first game as well is the speed up & the pause feature. With a simple press of a button, you can slightly speed up the gameplay. Which can be handy to speed up the patrol of a guard you are trying to sneak past. Now, the pause feature is something quite special. With this feature, you can pause the game and plan out a choreography to take down various enemies at once. You can cue up one character double shot while another character sneaks in to give a deadly shot to the third enemy. Once I was able to take out a patrol of five enemies with one pause and let me tell you how amazing it fells when it all goes to plan.

Apart from understanding how your characters work, it’s also quite important to understand your enemies. There are several groups of enemies that each have their unique traits. For example, you have Poncho enemies who don’t react to traps and distractions. And you have long coat enemies who are difficult to take out and need three hits to be taken out. And if you don’t take them out in one time, and they spot you, and they hit you… Well, instead game over.

With a simple right click on an enemy, you can make their view cone appear. As soon as you walk in their view cone, you can get spotted. When moving a character, you need to get out of the view cone before it goes red. Since, as soon as it turns red, an alarm is raised and nearby enemies come to help and track you down. But, you can also “view cone surf” where you sneak from one view cone to the next. Confusing the surrounding enemies can possibly be sneaking away.

Let’s do this again.

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In the previous section, I mostly explained how the gameplay works. I only explained some of the more basic mechanics. The whole puzzle aspect of this game and the quick thinking you have to do in this game is quite addictive. While I’m playing through this game on the easiest difficulty setting, I still feel that this game is quite challenging.

I tried to play this game on higher difficulty settings, and it’s too brutal for my tastes. Thankfully, you aren’t punished with too many fewer mechanics or other penalties because you aren’t playing on the highest difficulty setting. The gameplay is still addicting. It’s a prefect example of “easy to play but hard to master”. Just like I said in the previous section, awareness of everything is key in this game. Awareness of where you hide your characters, how many enemies are around, who has which abilities, which opportunities you have to kill or knock out an enemy, blind spots …

Now, in order for this style of game to work, you’ll need a good set of controls. And this game controls amazingly. The controls are fast and responsive and apart from some minor moments I don’t have any problems with them. Something I struggle with sometimes is remembering that certain actions like throwing a torch required me to press an additional button. Or that when I want to retrieve the knife, I don’t have to pick up the dead body.

I rarely use the keyboard shortcuts for my characters to preform actions. But did you also know that you can totally remap them to however you want? It’s mind blowing that this game allows you to do that. It’s a great tool to customize and personalize the game to your liking.

So, the gameplay in this game is a blast. I rarely felt that the game cheated me out. And the quick save and quick load system makes this game a ton more fun. Something I can appreciate as well is how detailed this game is. Visually, this game looks stunning. For the low system specs that this game requires, this game is turning out mighty fine visuals. Also, I haven’t noticed any moments where the frame rate stuttered or went down to unplayable numbers.

Maybe it’s because of my playstyle, but I sometimes wish I took more time to enjoy the visual presentation of this game. The environments, the animations of this game… they look amazing. The run that the citizens do to get away from danger is just beyond funny. It’s a sort of Naruto run and I often have a hard time focusing on the mission when I see them running.

In addition to that, the music of this game is just pure ear candy. It’s very memorable but also a blast to listen outside the game. When I’m writing an article about a game, I usually listen to the soundtrack in the background. This article is no different and whilst listening to the soundtrack I was able to play the missions inside my head.

Add to that, the great sound effects that add to the atmosphere of this game, and you have a top-notch audiovisual design. I don’t have any complaints about them. They help me quite a lot during the game. Especially, they can be great to know if you are spotted or not.

So far, I have mostly been raving about this game. Are there actually things I didn’t like about this game? Well, to be honest, I don’t have a lot of negative things to say. There is one mission I disliked beyond belief, and I was stuck at for quite a long time. But, when I was passed it, I was able to play through this game and continue enjoying it. Later, I returned to that mission, and I was able to beat it more easily because I got more used to some characters.

The only thing I could criticize in this game is that the hint system isn’t flawless. Often times, I had it bug out on me and giving me hints to parts of the mission I had already completed. But, it’s a mechanic you can just set aside.

In conclusion, I personally think that if you enjoyed the original games, find the concepts I have explained in this article interesting, enjoy stealth/tactical gameplay and/or enjoy action-puzzle games… I seriously think that this game is worth checking out. I’d highly recommend this game on PC, since I don’t think you can translate the complex controls on a controller too well.

I have barely any negative things to say about this game, so I think it won’t be a surprise that I boot up this game again after publishing this article. It’s a thrilling ride from start to finish and really tests your skills that you learn through playing this game. The witty banter between the characters or the enemies you can listen in are such a blast or can even give you a hint on how to beat the mission.

And with that said, I think I have said everything that I wanted to say about this game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed playing it. I hope to be able to welcome you in another article but until then, have a great rest of your day and take care.

Game Quicky: The Rat Pack (Itch.io – PC) ~ The Rats Will Take Over

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Itch.io page

Indie games can be unique. Today’s game is no different. Today, I want to talk about a game that’s created by the developers of that point-and-click game, Captain Disaster. I honestly expected a new point-and-click game when he contacted me via Twitter and when I heard it was going to be about rats, the edutainment collector part of my brain went directly to Mia: The Mouse, but this game is something completely different. It’s a TBS game, a turn-based strategy game. About rats? This is going to be unique. But, we need to ask, is this going to be the good kind of unique or the bad kind? Let’s find out in this 100% honest review of this game that I get a press review copy for. And yes, feel free to leave a comment in the comment section with your thoughts and/or opinions on the content of this article and/or the game.

Good rats, pet them

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I love this easter egg random event to bits.

The story of this game is about a colony of rats going for bigger and better. Starting off on a farm and going to the big city. I’m so happy that in terms of the story, this game isn’t doing anything silly and trying to put a fantasy spin or something on it… It feels realistic and stays in the background. It’s the perfect set dressing for the game. There is one random event, that I really love. I think you can guess which one is with the screenshot here.

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Most of this game is spent on one screen. This is the game screen. There are 5 squares. Let’s start with the easiest to explain. You’ll have the yellow square in the top right, this is where everything that happens during your turn is shown.

The white square in the middle is one that shows special messages. I chose a beta screenshot here on purpose, since this random event message is now one of the various events that have a nice artwork accompanying it. But not every random event has a drawing.

Then, in the bottom left, you have the rat lab. This is your upgrades section. You have 4 things that you can upgrade, and these are essential. Depending on your lab level, you earn a certain amount of lab points per turn. You can upgrade the lab by scavenging for treasure. Each upgrade can improve the skills of your rats to avoid a game over. A game over is when your population reaches zero. That’ll cause you to restart the mission.

I could write a whole article explaining how this whole game works, but the tutorial does an amazing job of that. And not only that, the difficulty curve in this game gets a chef kiss from me. In each mission, a new mechanic is introduced, and you learn easily the amount of depth this game has. You learn when you can risk losing rats in your colony and when you urgently need to do something.

There are three difficulty levels, and you can finish this whole game playing on easy mode. But, the easy mode isn’t a cakewalk. You’ll need to learn the game and think carefully about what you want to do with your colony. And try to not get distracted by the amazing music this game has. Seriously, I would love to buy this soundtrack! Together with the amusing voice work and charming sound effects, the audiovisual presentation is quite good.

At first, I was worried that this game would be boring and repetitive. But, after playing 10 missions so far, I really have to say that I’m quite enjoying myself. With an easy to learn but tricky to master game, I’m impressed with this game. Sadly, there are a few things I didn’t really like, and I’m going to explain them in the next section of this article.

Bad rats, trap them!

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So, what does this game do wrong? Well, first, there is no way to save mid-mission. Thankfully, this isn’t too big of an issue, since the missions themselves are sort. Well, I say short, but I have only played this game on easy and normal difficulty, so maybe it’s long on the harder difficulty?

The second negative of this game is a strange design quirk. Why is the pause button “F1” and not “Escape”? It really messed with my hardwired brain.

Overall, the UI design is excellent… But, there is something that would take it to the next level. Currently, when you beat a level, it gets a checkmark. And it doesn’t matter on which difficulty. I would love to see a different color checkmark depending on which difficulty you have beaten the level. Since, currently, the only way to see that is in the achievements’ menu which doesn’t even have a back arrow.

Another flaw in terms of the UI is in the red bottom right corner of the game screen. There are two things wrong with that in the version I reviewed. First, it doesn’t tell you the amount of treasure you’ll need to upgrade the attack and defense of your colony. Secondly, it doesn’t tell you when you can do a raid and how many raids you have done. This is somewhat annoying in some missions where you need to do 5 raids, and you didn’t keep count.

Something I personally missed was some animation in this game. Currently, all random events have a nice drawing, but the attacking and under attack events are too static. Either add a drawing or two for them or have some animation. It would polish up the game that much more.

And that’s about everything. So, shall we go on to the conclusion? Before I ramble on, and on.

So, what we RAT this game out?

Terrible pun aside for this final section of the article, is this game worth your time, or is this conclusion going to rip this game apart? Well, to be very honest, it’s the first. This game is really worth your time. Especially because most of the things I didn’t like about this game can be fixed and fine-tuned with an update or two.

Personally, I wouldn’t recommend this game to everyone. If you enjoy casual/puzzle and turn-based games, I would give this game a chance. But, don’t expect this game to be action-packed. This game is more on the calming and relaxing side. The charm of a small group of creators developing a game is oozing out of this one.

I would really pet this rat and not rat this game out. It’s a great game with some minor flaws. And I can’t wait to finish this game and maybe try the hard difficulty option. And maybe I’m even going to try to fill out that achievement page.

And with that said, I want to wrap up this article and thank you for reading it. I hope you enjoyed reading this article as much as I enjoyed writing it. I hope to be able to welcome you in another article, but until then, have a great rest of your day and take care.

Score: 70/100