Neat demo of a parkour controller. Soundtrack is pleasant but not a ton to do
Cool dreamcasty find-things-and-get-upgrades games with some SCP-esque horror elements. Nice writing in the item descriptions and not so many random things that I tuned out and didn't read them.
dope little thing. kind of a lesson in the importance of getting the controls perfect though- the controls are aaaaaalmost there, but a few things I'd change:
extremely fun art. no clue what's going on
Cute, very truncated trading game. An interesting example of paring down a mechanic (buying low, moving, selling high) and making it easier and more straightforward. The lack of vertical progression and the lack of friction / intrigue in moving between towns makes it start to drag as you continue. Once you've seen the waypoints & the fishing rod and have unlocked a few blimps it doesn't feel like there's much else to see, or any reason to fill out the rest of the score card.
k000l graphix, music, and kings field. a majority of the time is spent wandering an invisible wall maze, which was really annoying. I might have accidentally stumbled on the end too soon though. Good writing, but the plot is plot. fantastic jaybee logo in the beginning, reminiscent of the best of shareware demo CD roms.
cute little game about moving around the lab and making swords. The goblin goes "heee" and "it's good" in a gravely voice. You can spam the space bar when forging to make hella swords and have negative ingots, which is very satisfying payback for the beginning when you have no idea what's going on.
Awesome little vignette hub. Really interesting use of cameras - the screen gets cut up into regions and it fills up like a comic. Thought it was bugging out when I first launched it but it makes sense if you stick with it.
Beautiful graphics, calm music and sfx. Gameplay reminds me of runescape and minecraft mods - managing your little plant factories that generate currencies, figuring out an optimal strategy and executing on it by clicking in a very deliberate order.
The UX of walking to your scissors, picking them up, walking to the plant, clicking, walking back to the place you keep your scissors, putting them down, walking over to the pot to plant your cutting, etc, makes it feel very procedural in a way that doesn't fit the tone IMO. I didn't dislike that process but I felt encouraged to think about the plants in terms of their economic value and how to make things efficient. I met a guy once that worked at a commercial orchid nursery and this gave me vibes of his stories, not so much the whimsical, personal narrative that it set up with the intro cutscene and aesthetics.
Very satisfying and squishy wolfensteiner with extremely charming monsters