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This is a rogue-lite amongst rogue-lites.

I say this because, while it keeps to the standards of the genre, it adds so much to the gameplay that it practically stands on its own.

Graphically, the pixelated style holds up. Nothing groundbreaking, but it holds its own. The sound effects were on par, although I really wish we could get some background music soon. The controls take a bit to get used to, otherwise it plays beautifully. The gameplay, however, is where Streets of Rogue takes off. With so much customization and potential builds/play styles, it does have the feel of bigger-name games.

I can't think of very many cons off the top of my head, which is strikingly odd when playing alpha builds.

Overall, this is a damn fine start to what could be a sleep hit next year. Good luck on development!

I refuse to believe this is a demo. Yes, it's short, but it plays so solid that there's no way this is only a demo!

Okay, focus on the review. The concept of this game is pretty straight forward, but the complexities of having to calculate moves while not getting hit makes this as much a puzzle game as it is an action game. The graphics are stunning; the amount of detail and quality of the models is very impressive. The sound effects and music are great, the controls obviously easy to learn.

Good luck on funding, I think this game's going to be a hit!

For a demo, this is pretty damn polished! It's not without its flaws, but it's still a solid showing.

Graphics and sound effects are good. The gameplay is interesting and very fun; I'm shocked this concept hasn't been more fully explored. The controls are good; although I love controller support, I wish keyboard support would be implemented.

The attacks seem like they don't hit often, which is my only complaint. I would say the speed of food/water drops too quickly, but then again maybe I just need to get good.

Overall, I can't wait to see what happens from here! Good work!

For a demo, this is pretty damn solid!

Usually, I'm not a logic person, the antithesis of Spock. However, the puzzles on this game are difficult enough to be a challenge, but not enough to make one rage.

The graphics are great, the music and sound effects as well. The controls... well, it's point and click, not much to talk about. The gameplay, as described above, allows enough of a difficulty curve to get the hang of things without hitting a brick wall.

I'm definitely supporting this on Steam Greenlight. I can tell this game is going to go places if it gets in the right hands! Good work, can't wait to see the final product!

I've seen turkey cannons, but turkey slingshots are next-level devices for delivering food down people's thank holes!

Translation: this is a damn fun game.

The voxel-style graphics style fits well with this type of game, as do the chiptune bgm and sound effects. The controls are simple... I mean, you're slingshotting birds into people; it's kinda hard to mess up a point-and-drag control scheme. The gameplay is great, although I wonder if the bird's speed is a bit too fast out of the gate. The only thing I would change is the addition of extra objectives/challenges/achievements in upcoming releases.

Overall, it's a great game that has potential to be a big hit. Looking forward to seeing future updates!

Note: Video above is part one of a three-part miniseries.

Coming off of Mystic Messenger, I've been itching to do another visual novel. I decided to take a chance on To Libertad, and I'm thankful I did.

The graphics are very well done, from the art style to the animations. The music choices were great, although going from intense rock to fantasy market strings within a few minutes was a bit odd. The story's short & a bit cheesy at the end, yet it does its job very well without going overboard. It paces itself appropriately and has the right amount of tension when needed.

In closing, I rather enjoyed this. Really looking forward to seeing future games from Studio Camelot!

As I've stated before, I'm a sucker for old-school platformers from the 8/16-bit eras. Thankfully, this game scratches my everlasting itch for games from those classic times. It even has that Kirby's Dream Land feel, which is a guilty pleasure of mine.

The gameplay is pretty good, although I would like to have seen a time limit or score functions. The graphics are well-made, the music and sound effects on-point for an 8-bit style game. The controls are a bit odd, specifically the jump button (which made my ring finger cramp. Controller support or use of WASD for movement & other keys for jump/attack/bag (JKL, for example) would've been amazing.

The only thing I have steep criticism for is the death transition. It's WAY too fast. I barely had enough time between my final hit and the title screen to process that I actually died.

Despite everything, this is still a pretty good game. A little bit of tweaking and this will feel exactly like a Game Boy game. Superb job!

When I have to quit a horror game because of anxiety, you know it's a damn good game.

I'll keep this review short. The graphics are pretty damn good. The audio, from the sound effects to the music cues, is spot on. While I don't necessarily like the lack of a sprint function, the rest of the controls are basic but expertly done.

The gameplay is well-polished. While this isn't the first "find the hidden X in the room while trying not to die" game ever made, this game does a very good job pacing the tension. And the monster is damn scary as well.

If I could grow the balls to finish this game, I would. Unfortunately, I am not that brave of a man. Still, very good job guys!

I'm usually not big into horror games, especially those that abuse jump scares and monsters constantly tailing you. I'm more into atmospheric horror, borderline mindfucks.

Thankfully, Human falls within the latter.

From the word go, you know some serious shit's gone down. It's not the scariest game ever, but it does its job by keeping the atmosphere dark and tense. What lies around the next corner? The further you go, the more tense it gets.

I do think it dials it in a bit early right before the end, dropping the climax a little too soon. However, the ending isn't disappointing.

Overall, it's a great experience. It has one simple goal and it achieves it well, even despite my only criticism. Very well done!

Having grown up on the OG Castlevania, this remake brings back all those memories.

It's definitely not without its flaws. I couldn't figure out any of the attack buttons on the XB1 controller, my character froze several times, & the animations do need a little more work on.

Overall, it's still an enjoyable experience. I hope you can perfect it and release the entire game in the Unreal engine!

The Aftermath is basically like Papers, Please. Granted, it's a stripped-down version of the game, but that's partially why I like it so much.

It's a game that isn't too serious. It has no deep political/social commentary like Papers, Please. You don't have to watch for a gorillion things while strategically keeping your family alive. It's a simple Heaven or Hell decision. That's it.

And that's why it's a good game.

The graphics aren't the best in the world, but in this case they don't have to be. The music is definitely inspired by Papers, Please, but it does give a good atmosphere without ripping off the game. The controls are as simple as the gameplay.

The only thing I would change would be the names. It seems like I'm looping through a limited database of names too frequently. A larger name bank would make it just a bit better.

A platformer with drawing mechanics. It's not the first game to come along with this mechanic, but Adventures of Stickman does a pretty good job keeping it minimalistic.

Because, let's face it, who didn't draw stick man cartoons back in school?

Anyway, the graphics are basic, as to be expected. The music's okay, but there's an awkward pause when it loops back around. The controls are good, with the drawing mechanics being pretty well programmed. The physics are a little off, but coming from a small indie game, it's not game-breaking in the least.

Overall, it's not the best platformer in the world. But, the drawing mechanics takes Adventures of Stickman from a good game a pretty damn good game.

Ophidia is a strange creature. Even stranger than a snake that eats itself to represent the ever-changing cycle of life.

I love the simplistic, ancient Norse theme with the graphics; it gives an atmosphere of ancient manuscripts. The music is beautiful, further adding to the atmosphere. The controls are easy, simply directing the snake with your mouse. It plays like the old school Snake game, but you have to eat your tail instead of enemies or dots on the screen.

In short, I freaking love this game. It's a new twist on the Snake concept. Plus, I love me some games based off of mythology.

Note: Played the prototype version.

I love me some games based off mythology, even the nastiest damn games on the planet. Not going to lie, I hate feet. With the fury of a thousand supernovas.

Personal anti-fetishes aside, this is a short, fun game. Graphics are decent, sound's good for what there is. The controls are simple, but the hit detection can be a bit frustrating at times. Also, I couldn't get any of the nastiness on top of the foot.

It's a quirky, fun short game. Very nice!

I like to throw around the "this game is an experience/work of art" card on this channel. It's not that I'm loose in throwing it out left and right, but because I mean it when I say it.

That said, Afterlight is an experience.

It's a refreshing game. It still presents a bit of a puzzle challenge, but it doesn't challenge you the way most puzzlers do. It's like yoga compared to wind sprints: you end up mentally refreshed instead of mentally wasted.

The graphics are minimalistic to the point it's almost art. The controls are basic, nothing to write home about by any means, but it works for a game like this. What makes this game is the music though. The ethereal piano of hitting the orbs mixed with the relaxing background music perfectly sets the atmosphere.

An escape from reality. That's Afterlight in a nutshell.

This is an interesting game to say the least, probably the first rock climbing game I've ever played.

Graphics are good, the industrial hum in the background can be annoying at times, and the keyboard controls are a little awkward until you get used to them.

Overall, pretty solid game jam game!

Breach & Clean is a simple game. It's one of those mindless entertainment games where the premise is simple, but it's still pretty fun.

The graphics remind me of the blocky, low poly style of Jazzpunk. The sounds and music are pretty good as well. The gameplay's simple... almost too simple. One you get the hang of things and breach your tenth hotel room with TNT, the novelty wears off relatively quickly.

There isn't much depth to Breach & Clean, but there isn't supposed to be. It's a quirky game that's worth the download, if even for the short-lived novelty of the concept. Nice job!

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Jank'N'Pon's first impression was a simple mobile game. However, the more I delved into it, the more potential I saw in this game. This really blew away my expectations.

It has an quasi-Metroidvania open world to explore. The keyboard controls are different than I had expected. While there is controller support, but I could never get it to work for some reason. Maybe my XBOne controller or USB cable is borked.

The cartoon-style graphics are cute, reminding me of Rayman Legends. I will say, however, that the sight of twerking pigs was... well... interesting. Apart from that, the soundtrack's amazing, the gameplay is as a platformer should be, and the difficulty is in a nice sweet spot.

In short, I'm super stoked to see future releases of Jank'N'Pon. This short demo, even with going after all the coins, was just enough to tease the tastebuds while not satisfying my hunger. This game's got my attention!

I've said this before, but it's hard to fuck up a multiplayer FPS. Ravenfield lays the foundation for a damn good game.

Graphically, it's a relatively simple looking game. The environment's decent quality, and the low-poly character models gives this a sort of Superhot feel.

Despite the lack of background music or ambient sounds, the audio isn't too bad. Obviously, I'm no firearms expert, but the sound effects seem true to a layman's ear.

The controls are on point for the most part, but one thing irked me. Twenty years ago, I could understand the need for keyboard controls for aiming and firing (ALT & CTRL respectively, if I remember correctly); however, everyone should have a mouse by now in 2016. I dunno, just didn't see the point of it.

Overall, I'll reiterate my previous statement that a solid foundation has been laid for this game. There's still a lot of work to be done, but it's still a very fun game. Now, all we need is the ability to beat a motherfucker with another motherfucker and I'll be happy.

The arcade was my Mecca when I was a kid. Hell, in some ways, it still is.

XYDONIA takes me back to my childhood experiences as an arcade junkie and a pinball wizard.

The gameplay blows me away as being as close to true to real arcade performance as possible. Even on an XBox One controller, the game controls and feels like I'm behind an arcade cabinet. Hey, if you make enough money on the Kickstarter, you should build an arcade cabinet build of this!

Graphically, it's absolutely beautiful. It's impossible to truly emulate the CRT experience, but y'all do an incredible job making this look as close to the real thing as possible. The same thing goes with the soundtrack.

In the end, XYDONIA's come a long away from an already amazing alpha a few months ago. It's going to be interesting how much higher y'all set the bar as they continue production on this game.

Doom meets Clustertruck. That pretty much describes SEUM: Speedrunners From Hell.

It's a remarkably fast-paced game that continuously changes the landscape. This constant metamorphosis will keep gamers on their toes as they progress through every level of Hell. From movement & fireballs, to secondary functions like teleportation & levitation, you'll need to drastically adapt from level to level.

Graphically, this is a damn beautiful game. Even in 1600x900 windowed, everything had that Doom vibe: hellish & demonic. The soundtrack consists of all-original metal tracks that sound 100% commercial.

Despite the lack of X360/XBone controller support, this game plays like a damn FPS. And rightfully so. The only thing I didn't like was the default mouse sensitivity - or, I should say, the lack thereof. Thankfully, you can change it to your appropriate level in the settings.

In the end, SEUM: Speedrunners From Hell is shaping up to be one damn fun game. I have a strong feeling that this game is going to make it big, coming off the heels of Doom & not too far after Clustertruck. Very good demo, IMO.

In short, this is a mindfrag of a puzzle game that pushes the limits of the third dimension.

Graphics are good, sound can be repetitive, and I couldn't get the Xbox One controller working properly.

While being another game in the long line of ultra-difficult platformers, Blake Strongflank does not disappoint in the least.

The difficulty creeps up on you. One moment you'll be cruising through some of these levels, the next you'll be throwing your controller against the wall for not getting the double-jump on the exact pixel you need to clear the acid.

Controls are good, graphics and sound are excellent, gameplay as well.

Overall, very good game! Gonna continue where I left off tonight!

Finally, I get to review this!

I'm not too big on point-and-clickers, but this game's the rare exception. It reminds me of old school P&C games in its presentation and execution.

Graphically, everything's bright and colorful. The soundtrack's easy on the ears, although it can get a bit repetitive after a while. Controls... well, it's a point-and-click game.

There's really not much I can say here that hasn't been said in the video. Very nice game!

I'm shocked at the quality of this game. Usually, I'm not into dating sims, but this one's pretty damn good.

All of the art's top-notch, the music and voice-acting's very well done, the presentation is spectacular.

So far, the story's well-written. There's no grammar issues, everything seems natural for a visual novel.

I'm not sure what else to say, amazing game.

This is I Am Bread levels of frustration. It's hard, it's quirky, it's fun as hell!

Short, fun, funny at times, head-asploding at others trying to decypher the Tem-speak. I enjoyed the hell out of it! Good game!


Are you sure you didn't rip the source code off of an arcade machine and port it to PC? Because this is a DAMN fluid shooter!

Everything: graphics, sounds, controls, mechanics, everything is near-perfect!

I don't know what else to say. Love it!


This is a cute R-Type style shooter, but it's hard as hell. The screen's so busy that it's hard to make it any further than a few seconds.

Apart from that, the graphics are good, sound's alright, and the controls are simple.

Looking forward to the improvements in the Steam release!

KILL! TANK! DODGE! - Indie Game Spotlight #3

Had this had been made in the 80's or 90's, this would've made a killing in the arcades one quarter at a time.

While a simple interpretation of shapeshifting, the choice of turning into one of three ships is crucial to the survival of your character.

The vector-style graphics are very reminiscent of Atarti games like Tempest. It gives a nice arcade look to an arcade style game.

The sound keeps with the arcade feel, with retro-style chiptunes and 8-bit sound effects.

At first, I thought this would control like Asteroids, where you rotate with left and right and use up to accelerate. While this isn't the case, the fact that you only face forward add a depth of difficulty it wouldn't have. It might be artificial difficulty, but it's along the same lines of games like Centipede.

This is one of the best LD35 games I've played. While it still has its flaws, it's a damn good arcade shooter. Nice work!

SMACKTALKER SKINWALKER! - Indie Game Spotlight #3

This game, while needing a few tweaks, is a very solid LD35 showing. It uses the theme of shapeshifting very well, harkening to the tales of Skinwalkers.

Graphically, it looks like it belongs on a retro console. The pixel graphics are sharp and the background layers are very well done.

The sound has a huge black eye: no sound effects. While the background music sets a good atmosphere, the lack of sound effects kills the immersion for me. It makes the game look either rushed or lazy, I can't figure out which.

The controls are easy to learn, pretty simple platforming layout. The physics seem a little off, but it's nothing to complain about by any means.

Hit detection in this game can be wonky. For example, I can die by trying to jump over an enemy and not touching it. However, when the enemy tries to attack me from the same distance while I'm on the ground, I don't get hit. I got used to it quickly, but it's just a small annoyance.

Despite its flaws, The Skinmancer is a very good platformer. A little tweaking here and there, and this will be a very solid game. Good work!

Yer a Game Boy wizard...

I love these kinds of retro throwback games. With I really wish I could rip it to a Game Boy cartridge and play this on the go. It's got that Kirby's Dream Land feel with a hint of Link's Awakening.

Graphically, it hits the 8-bit atmosphere. Props for the different palettes ala the Super Game Boy! The sound effects and music are spot on. The controls take a couple minutes to figure out, but it handles very well on the XB1 controller. The game play reminds me of Kirby with the interchangeable power, but it feels like a concept all its own.

Congrats on the Kickstarter! Can't wait to see where you go with this!

We're the little man in the boat!

The only time I read Hemingway's "The Old Man And The Sea" was back in college, but as soon as I came across this, I had to check it out.

Graphically, it's great. The nipple elbows and banana hammocks are... definitely eye catching to say the least. However, considering the essence of machismo (especially given the fact this is in honor of a story of a salty old man who fished for freakin' marlins), I can give it its due credit.

Musically, it's good. Controls are simple (just a mouse click), yet they do their job.

Overall, this is a damn good reinterpretation of Hemingway's classic work. Kinda makes me want to go back and revisit it, to be honest. Very nice!

Boss makes a dollar, I make a dime...

This is quite an interesting game. Aggregating everyone's play scores into a simulated profit chart is quite the interesting concept, but it pulls it off.

The voxel graphics style and sounds are simple and clean. The controls take getting used to, but it works with the social commentary of the game. It's hard to finish before overtime, and even if you do, there's barely any reward.

Overall, this says a lot about the big box model and corporate greed of such companies. Definitely worth checking out, if even for the data. Damn good work!

Who cares for the kawaii caretaker?

Reverse-Tamagotchi. This is what drove me to try this game. After all, being around in the era of Tamagotchi and such devices, reversing the roles was an interesting concept to me. This game pulls it off, as well as throwing in a taste of dating-sim for a great experience.

The graphics style is fantastic, with a hand-drawn sort of feel to it. Sounds are great, although a little more music would've helped a little. Controls and game play are both pretty straight forward. I got the love ending (I think...), so I can't wait to see how the other endings play out.

I think you pulled off the reverse-Tamagotchi concept in great fashion. Nice job!

You can't be a hero until you can beat a bear!

This. Game. Rocks. Period, exclamation point, any other punctuation mark you want to put at the end of that phrase. This game is perfect.

Aggelos plays like a mix of Zelda II and A Link To The Past. Not that that's a bad thing, it's a hearkening to the 16-bit era, where fancy graphics couldn't mask a shoddy game, like what we're experiencing in mainstream gaming more often than not.

The controls, once you configure them to your liking, are flawless. The graphics look like they were ripped from a 16-bit console. The music, despite being more 8-bit than 16-bit, fit every area I went to.

Usually, I would point out some flaws I found in the game. That being said, there are NO flaws that I can find. This is a perfect demo, and will surely turn into a perfect game.

In the purist biblical sense of the word, I am in awe of this game. You guys have my support in the Steam Greenlight!

Thundercats! HOOOOOOOO!

80's cartoon references aside, I loved this game. Who knew that you could do so much with just two keys?

The game controlled surprisingly smoothly. Of course, it was more difficult the longer the sword got, but I wouldn't say it got to the point to where it added artificial difficulty whatsoever. It made you think about your next move, especially against certain enemies. Apart from that, the graphics and sound were great.

My only criticism is that this game felt way too short. Granted, it's not surprising considering it's an LD34 entry, but the ending came a bit too abruptly once I got the full hang of it.

Simply put: I want more of this game. Dare I say, I need more of this game! Fantastic showing!