Overview – developed by Zoo Corporation and published by Eastasiasoft, Pretty Girls Escape is a new type of puzzle game in the popular series of games. In this release, players destroy block and shift the play field left/right to guide the portraits of the girls to the exit. This title is available on the Nintendo Switch and PlayStation systems, with links to each version of the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Pretty Girls Escape used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as this title doesn’t have a plot, so I will be going directly into discussing the gameplay.
Gameplay – Pretty girls Escape is a single screen puzzle title with a simple premise, clear out blocks of the same color in sets of 2 or more and guide the character block to the exit. To achieve this goal, players are able to shift the blocks on the play field left and right, moving all blocks at the same time. When blocks are erased, those above if any, will drop down and fill any gaps that are open.
There are 8 girls that the player can select from each with their own set of stages, individual style and obstacles (or combination of several). The difficulty of these challenges will gradually increase if each girl is challenged in sequence, however, players may choose to approach the stages out of order. If this is done, then there may be difficulty spikes that the player is not prepared for, making the stages harder to clear.
The core objective of clearing the blocks and getting the character to the bottom isn’t the only challenge for players. There are secondary missions that can be completed in each stage, which include deleting all of the blocks of a single color, clearing the stage in a limited number of moves or within a time limit. Each of the completed challenges earn the player points, which can be used to unlock new costumes for each girl.
Alongside the standard puzzle mode, there are two additional modes that the player has access to. This includes the challenge mode which offers an extra 20 stages for players to take on, with an increased difficulty and usually a single solution. The other option is the Dressing Room, where players can change/unlock outfits and arrange the girls in dioramas. The costumes unlocked can only be used in this mode and not the main game.
Now with the gameplay covered, let’s get into the other aspects of this game, starting with the controls.
Controls – the controls for this game are very simple, with the option for simple three button inputs to control the in game UI, delete blocks and shift left to right. There is also the option for touch screen controls, which offer a simple and more casual approach to the game. Both gameplay styles are comfortable and work very well with this game, but touch is preferred when playing the game in handheld mode.
Difficulty – this isnt the most challenging games in terms of mechanical difficulty, however, the challenge comes from the puzzles themselves. Depending on the approach that the player makes when tackling each stage and challenge, they may find a puzzle to be fairly easy or incredibly difficult. It is recommended to start the stage mode with the first girl, as rushing ahead to others can make it harder for newer players.
Presentation – this is a rather simple game visually, with anime style portraits for the girls and minimalist look to the play field so that everything can be seen clearly. The artwork is pleasing to the eye and is of the same quality as the other games in the Pretty Girls series. The sound for this game has a good mix of compositions on the soundtrack, alongside Japanese voice lines for each of the girls that will play during the game.
Final Thoughts – I have played and enjoyed several of the Pretty Girls games, which you can find on this site. This is another simple yet engaging puzzler, with a premise that is easy to pick up but can take some time to get 100% used to. This release has plenty of content that for the budget price, just like the others and I can easily recommend it to anyone that likes puzzle games. The only issue is that some of the challenges can be overly complex to artificially extend play time.
In the end, I give Pretty Girls Escape a final score of 4/5. This is another fun and easy to pick up puzzler in the Pretty Girls franchise, which offers a good amount of content and play time for the rather modest asking price. If you want to check this game out for yourself, links to each version of the game are below.
Overview – developed by Senile Team and published by Ratalaika Games, Intrepid Izzy is a search action adventure, mixing together elements of several genres to create one complete package. As the titular Izzy, players must solve puzzles, battle monsters and navigate dangerous traps as they travel through different locations on their journey. This title is available on all major platforms, with links to each version of the game at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Intrepid Izzy that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be skipping the story and moving directly into the gameplay, discussing the core features of this release to prevent spoiling the surprises of the game.
Gameplay – Intrepid Izzy is an action adventure with Metroidvania style exploration, where the player travels around the various locations, solves puzzles and collects items to progress. As Izzy, the player can move between the different areas, fighting monsters that appear and engaging in platforming action. There are several large levels to explore, with actions that are taken in one opening up another that are mostly connected to each other.
The action is face paced with a beat em up style to the combat, where Izzy can use combo attacks to battle enemies. There are also special attacks that can be used by collecting spirit crystals (or using spirit wells), which fill up a bar to use these skills. The monsters that appear are can be taken down with the different attacks that Izzy can use. There are also special costumes that can be obtained, granting special abilities to aid in exploration and battle during the game.
The costumes aren’t the only power up that can be obtained on this adventure, as there are items that can be bought from the hub town, as well as heart fragments that can be collected from chests. The items that can be bought are foods that can grant the player health, spirit power and increased strength. The heart fragments can be given to a special character in the town, with the magician increasing the total number of hearts that the player can use.
While in the town the player will be able to go to Izzy’s house, allowing the player to rest and change costumes. This is the only way to change the costumes that Izzy is wearing, allowing players to switch between them for the area that they are exploring. There is also an arcade with mini-games that can be played by spending a coin each time. These are the same coins that can be used to buy foods, with coins being dropped by enemies at random and being collected from chests.
During the adventure, the player will encounter NPC characters that will give the player hints on items needed to progress. These can include getting garlic for a sailor or a helmet to ride a mine cart, with the items hidden in chests scattered throughout the world. Since this is an exploration focused game, there is a lot of back tracking, but the game makes it simple to travel between zones. There are black mirrors located in set locations, which allow players to jump between them.
At preset points during the game, the player will be locked in an arena with enemies in multiple wave battles, as well as in challenging boss fights. These boss battles can be tough as each of them will have their own gimmick/style to them, like a Kraken that fires lasers and a Minotaur that slams into the ground. These bosses are tied to different areas and some can be battled in a nonlinear way, letting players approach them however they want to.
The last thing to talk about is the checkpoint system. This can be a challenging game, with death occurring fairly often. This is made a little easier as there are checkpoints throughout the areas, symbolized by flags, save points and the warp mirrors. When the player does get defeated, they are taken back to the last checkpoint which is often relatively close to the point they are defeated. This makes defeat a little less of a setback, but may still be frustrating.
Now with the gameplay covered, it is time to cover the other aspects of the game, starting with the controls.
Controls – the controls for this game are laid out well, with the key inputs for jumping and attacks tied to the face buttons and movement to the left thumbstick/D-pad. There is also the map and inventory that are mapped to the shoulder buttons, with all inputs having no issues with input lag or delay. However, there is one minor issue with the controls. The thumbstick on the Joy-Con has some inconsistencies due to the travel and dead zone of the stick, with the pro controller being preferable.
Difficulty – this can be a tough game, with the player being taken down in only three hits during the early stages of the game. The difficulty does ramp up over time, with the platforming and monsters becoming tougher as the player progresses to the later areas of the game. However, the challenge isn’t as punishing as it may appear to be. The checkpoint system alleviates the struggles that the player may face, easing the potential frustrations that may occur from defeat.
Presentation – this game has a very pleasing look to the visual presentation, with a slick cartoon look to the sprites that are bold and stand out in this release. The animations that are used are fluid and everything moves at a steady, fluid pace during play. The environments are all distinct, with visual touches that add to their charm, along with a soundtrack that has been fine tuned to give each zone its own atmosphere and theme.
Final Thoughts – this is a very fun and entertaining game that I am happy to have been able to play, since I was aware of the release on the Dreamcast and Steam last year. The developers at Senile Team have created an experience that checks all the boxes it sets out to, even if it may be a little too difficult in places or suffer from the back tracking at times. However, I do feel that I can recommend this title to pretty much anyone who enjoys a fun 2D action adventure.
In the end, I give Intrepid Izzy a final score of 4.5/5. This is a fantastic adventure that mixes several styles together and does it fairly well. The environments are well designed, the gameplay is polished and the overall presentation has some quirky charm to it, making for a fun game that can be enjoyed by all. If you want to check this game out for yourself, a link to each version of the game is below.
Hello, I have even more news about upcoming titles. This time I will be sharing the information about the soon to be released title, Intrepid Izzy, coming to all major platforms this December, courtesy of our friends at PR Hound and Ratalaika Games. Check out the information below to learn more.
ndiepublisher Ratalaika Games, together with developer the Senile Team, is pleased to announce Intrepid Izzy is set for release on the 2nd December 2022. Coming on PlayStation 4, PlayStation 5, Microsoft Xbox One, Xbox Series X/S and Nintendo Switch, pricedat $10.99 EU 10.99. Billed as a genre-defying 2D game with a unique HD art style, Intrepid Izzy offers all the very best with a compendium of genres seamlessly blending platforming with beat-’em-up and adventure elements, that will please a whole raft of gamers who want variety and tons of action.
Unbelievable
Gameplay is inspired by various games from the 16-bit era that will be apparent to many gamers but Intrepid Izzy has its own originality and branding. Merging together many favourite gameplay elements and challenges, it offers up a colourful feast of action and exploration! Unbelievably as the developer explained, ‘many themes, characters and enemies in the game were inspired by real life events. For example, meeting someone with an allergy to kiwifruit inspired me to design kiwifruit monsters. The various costumes that Izzy collects to gain special powers are also (loosely) based on real-world examples’.
IDs and Fluidity – HD Art
The characters in Intrepid Izzy are animated using custom-made software which took a lot of time and effort to develop, but gamers will note, it was well worth it. Intrepid Izzy contains thousands of frames of animation, which cannot feasibly be created any other way. Retaining certain characteristics of classic game graphics, evoking a sense of familiarity and/or nostalgia marks this game as a real labour of love.
Grab a reward
Rewards and winning challenges are all part of the experience and most notably, new costumes for Izzy that grant her special powers is high on the priority list. For example, the flying squirrel suit that allows her to glide on air currents. There are also heart fragments to increase Izzy’s maximum health points, maps to help her find stuff, keys that open doors to new areas, coins that she can spend on various upgrades, as well as the arcade games in town, and various quest-related items. So much more is on offer.
Features:
Four large levels where the player will spend most of their time.
Many hours to explore every corner, and some areas require special powers to reach with each of these levels having a different theme.
‘Aztec Greece’ – a sunny place with temples, palm trees and flowers.
‘Chocolate Mine’- a subterranean maze where the way forward has to be unlocked step by step.
‘Haunted Forest’ is full of ghosts, bats and other creepy things.
‘East Pole” is an icy world full of dangerous ninjas.
Awesome soundtrack by the critically acclaimed Ben Kurotoshiro.
A story filled with humorous dialogue, eccentric characters and mysterious secrets.
Easy to pick up, difficult to put down!
Besides the above, there are 11 smaller levels which often provide a different gameplay experience, such as a boss fight, a time-limited mission or an introduction to new gameplay mechanics.
This title will be available early December, along with a review for the game being published close to the release date on this site. Keep an eye out for that and check out the other coverage on the website.
Hello, I have an exciting announcement regarding a game that is now in production from our friends at Shady Corner Games. They have recently announced that they are entering production of the next entry in the Marble Maid franchise. I have a press release regarding this new title to check out below.
We at Shady Corner are pleased to announce that we are entering the production stage for our next title, “Marble Maid: the NEGAtive Levels!” This title will take place before the events of the previous game, acting as a prequel for the first and give players a chance to take on the role of the antagonist from that game, the Nega-Maid.
With this release we will also be expanding the scope of the game, by introducing different types of dust bunnies that the player will encounter. We are also implementing elemental attacks that the Nega-Maid can use against the bunnies, as well as boss encounters that will be a first in this fledgling series.
We have recently finished pre-production with the groundwork for the game completed. The engine is coming along nicely, as well as the level editor, art assets and soundtrack. Our next objective is to focus on the overall stage design as we work to finalize the ideas that we have, then we will be moving onto the building stage.
We plan to introduce more content for players to enjoy in this release, with new hazards and obstacles for players to overcome. These include new secrets for players to discover as well as traps, switches and fire pits that we plan to include in some levels. We are also working to make the unlockable content in this entry even more titillating than before, so those who enjoyed that in the first game will get plenty of “bang” for their buck.
Development Image
Finally we want to let everyone know that the fans can become part of this adventure with us too. Since we mostly use crowdfunding to produce our games, we would like to invite those who want to contribute to the game to join us on Patreon. We have a special tier titled “Name Your Bun” where members who pledge can have their own Dust Bunny named, with a mini bio section too. There will also be additional tiers and rewards in the future.
We are so very excited to be able to enter the world of Marble Maid again. This is a series that means a lot to us and the positive reception that we received from fans of the first, on both PC and the Nintendo Switch is what inspires us to make this new entry the best it can be.
Development Image
You can find our games on Steam, Itch.io and Marble Maid Specifically on the Nintendo Switch. Thank you for all your support and we look forward to sharing more in the future.
I have previously reviewed Marble Maid for the Nintendo Switch, you can find that review (HERE). You can also find the Shady Corner patreon (HERE).
Hello, I have some exciting news regarding a game that I have previously covered here courtesy of our friends at Shady Corner Games. Their recent title Slime Girl Smoothies will be getting a special update and DLC in the near future, this will introduce a new character, mechanics and content for players to experience. Here are some words from Shady Corner Games about this new content. (Please be aware, this game is intended for mature audiences and is rated as adults only)
We at Shady Corner are pleased to announce that work has begun on a special DLC to thank everyone for their support, titled Milkshakes with Lemon!
The staff at the Slime Girl Smoothies bar will have extra staff on hand with the Southern gal Lemon, who is voiced by the talented PixieWillow (You can find her on twitter HERE 18+ only). This new hire will be bringing milk related drinks to the bar, as well as a new hazard to overcome and additional story content that will expand the in-game universe.
Alongside the new content of the DLC, there will be some additional free content that will bring Slime Girl Smoothies to a more definitive state. This includes extra sketches, some behind the scenes materials and new drinks to make. This means that even if you don’t choose to purchase the DLC, you will still get something new added to the experience.
This DLC will also be available as a reward on the Shady Corner Patreon, which will cost less than purchasing the base game if you haven’t already obtained a copy. There is also additional content related to other Shady Corner releases, merchandise and more that can be found on their Patreon which can be found (HERE) and they are also on Twitter (HERE).
Please be aware that Shady Corner Games and the related material is for Mature audiences only and is rated 18+, this is due to the sexual nature of a lot of the content. If sexual/adult content is something that makes you uncomfortable or you are under the age of 18, then please proceed at your own discretion.
If you wish to learn more about Slime Girl Smoothies, you will find my coverage of the game (HERE). You can also find the game on Steam (HERE) and Itch.io (HERE).
Overview – developed and published by WayForward in collaboration with Arc System Works and Rooster Teeth, RWBY Arrowfell is an action adventure set in the world of the animated series. As team RWBY, complete quests and missions to solve the mysteries that unfold, while also encountering familiar faces from the series. This title is available on all console platforms and PC, with links to each version of the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank WayForward for providing the copy of RWBY Arrowfell that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review. I will be skipping the story segment as it may contain spoilers for the series, however this title can be enjoyed with limited knowledge of the show. So it is time to go straight into the gameplay.
Gameplay – RWBY Arrowfell is an action adventure, with Metroidvania style side-scrolling action, character focused storytelling and cinematic cutscenes (styled after the show). Battle wave after wave of Grimm and other enemies, solving puzzles and using each characters unique skills to complete missions. The game is broken up into chapters with story scenes, character interactions and challenging boss battles pushing the narrative forward.
As the story of each chapter progresses, new areas for the player to explore will open up. These zones are made up of “rooms” that may contain enemies, destructible objects and treasures to collect. These areas will also contain platforms and puzzles, which the player must use each characters unique skills to overcome. The player has an energy bar that acts as health, with hearts as lives that are lost if damage is taken with no energy and a game over if all are lost.
The energy bar can be refilled by defeating enemies, breaking objects and using items purchased from merchants (discussed below). As well as the energy refills, coins and hearts (if any have been lost) can be collected from enemies/objects that have been destroyed. At set points during some missions, there are ambush encounters where the player must fend off several waves of enemies. These battles are challenging and can lead to a quick defeat if unprepared.
If the player is defeated in battle they will usually be returned to the start of the stage. However, if the player was able to reach a save point, they will be returned to that point rather than the start of the zone. Save points will also fully heal the team, refilling the hearts and energy meter if depleted. During the game, the player can freely switch between the members of the team, which allows multiple character skills to be used in quick succession.
Enemies encountered in the zones will change as the game progresses, becoming stronger and more deadly. This extends to the way that enemies look, from the Grimm that roam open spaces and caves, to the human thugs that use guns and heavy weapons. To survive these encounters, players must strengthen their party by levelling the members of Team RWBY with Skill Points (discussed further below).
Each member of team RWBY has the same move set that can be used, with their unique abilities taken from the show itself. Here is a breakdown of the skills that players can use;
Melee Attack – characters have a close quarters attack that will deal damage to any enemy that makes contact with it. Each member of the team has a reach and attack speed that is unique to them, as well as damage amounts that will vary depending on that character. For instance, Yang can attack quickly but does the lowest amount of damage.
Ranged Attack – all characters have their own unique ranged attack, with speed and damage that is unique to them. Each ranged attack also uses the energy meter, with each shot taken draining part of the energy away. The amount of energy and power varies with each character, with Yang dealing the least damage at the lowest cost and Weiss the highest.
Semblance – these are the special powers that the members of team RWBY can use to overcome obstacles in their path. Each skill can be combined with others to make it possible to get through the puzzles in the areas, like Ruby has a dash to cross gaps and Yang can destroy blocks.
There is a heavy focus on exploration in this title, with branching pathways and hidden treasures that can be discovered. Scattered throughout the world, there are many chests that can be found and opened. These chests can contain several things including quest items, but most commonly they contain Skill Points. These can be used to strengthen the individual members of Team RWBY, as each member has their own stats.
The stats that players can strengthen are melee attack, ranged attack, defence and energy recovery. With each one being upgraded a maximum 4 times each. Each upgrade powers up that specific character, making them stronger and more durable in battle. As well as the skill points, there are also special upgrades that can be obtained by completing missions. These upgrades power up the semblance for that character, making some obstacles easier to manage.
As a game that utilizes some Metroidvania mechanics, there is a lot of backtracking that will need to be done. This is most prevalent with quests, which can include obtaining items from previously explored areas. These objectives can also be tied to each other, where one will provide the needed items for another. The only issue with this is there is no map for action zones, which can cause players to get lost as they try to locate items or other characters.
The last thing to discuss is the safe zones and NPC characters that can be encountered. Throughout the game, there are towns and safe areas that the player can go to. These spaces will contain NPC characters for the player to talk to, which will give info about the environment and provide quests to push the story forward (and open new areas). There are also merchants that can be located in these towns, offering a variety of wares for the player to purchase.
The stock that each merchant will hold varies from location to location, but they will carry essential items, like health and energy increases. The merchants also stock important items like skill points and Hearts that will cost a lot to purchase, however, they will help the player in the long run. Returning to merchants to stock up on items can be the difference between success and failure, so collecting coins to buy items may require some grinding.
Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – this release has a solid control layout, with no issues when it comes to input lag or delay. The button layout for the actions is comfortable to use, with actions, skills and team switching all being easy to access, with snappy and responsive inputs in game. The ability to switch team members with the right stick is also a good addition, that helps keep the pace nice and fast. The game is comfortable with both pro-controllers and Joy-Cons in any console set up.
Difficulty – this is a challenging title, with the Metroidvania style of gameplay working in the favour of the game for the most part. There is no selectable difficulty option, but through grinding coins support items can be bought in bulk, making difficult sections more manageable. If players are unprepared or haven’t powered up team RWBY, defeat can come quickly which can be a significant setback, losing coins and items collected.
Presentation – RWBY Arrowfell is pleasing to the eye, with a polished anime style to the artwork for text interactions between characters and stylized character models. There are also cinematic scenes that use the same style of animation as the show, which are done very well but are few and far between. This is unfortunate as these scenes are dynamic and emphasise the events that unfold within the narrative, pushing the story forward in more a compelling way.
The sound direction for this game is very good, with a soundtrack that encapsulates the spirit of the source material. The music that is used for the battle areas and safe zones has its own feel that works very well. This is most apparent during the opening stage, where the special theme created for this game plays, featuring singer Casey Lee Williams. The voice work is another high point featuring the cast of the show, however, it isn’t used as much as it could be.
Final Thoughts – I am a lapsed fan of RWBY, having only seen the first few volumes so I am not as informed as some. But that didn’t detract from my enjoyment of the game, as I still knew some of the characters that appeared. I do feel that those with a passing knowledge of the series can also enjoy this, as the narrative is straight forward and a lot of information is provided via character dialogue. It can be a difficult game, but it is also an enjoyable one.
However, there are some flaws to the experience provided. The lack of map display in the stages caused me to get lost often while exploring, and while this wasn’t frustrating for me it may be for others. There is also the constant backtracking between areas for missions, which can become tedious without a way to effectively find a route from point A to B. But even with these minor issues, I can recommend this game as it is a solid action title and a good companion to the RWBY series.
In the end, I give RWBY Arrowfell a final score of 4/5. This is a good action adventure, with a narrative and gameplay that can keep players engaged for the full experience, alongside elements of the presentation that make this a perfect companion to the series. If you want to check this out for yourself, a link to each version of the game is below.
Overview – developed by A Grumpy Fox and published by Deck13, Lunistice is a retro styled platformer, based upon games from the Sega Saturn and PlayStation era of games. Follow Hana the Tanuki as she goes on an adventure through her dreams, leading her to her destination, The Moon. This title is available on the Nintendo Switch and Microsoft Windows, links to each version of the game will be at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the copy of Lunistice that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, it is time to get into the review. I will be skipping the story segment as I feel that it is a narrative that the player must experience first-hand. So I will be going straight into the gameplay segment.
Important Note; There are some instances where bugs could cause unintended effects and softlock the player in a stage, these are being addressed with patches to fix any issues that players may face.
Gameplay – Lunistice is a retro styled 3D Platform action title, similar to titles form the era of 32bit gaming. The core objective of the game is to make it from the start to the finish, running and jumping between platforms, all while fighting the enemies that roam around with a spin attack. There is a linear nature to the stages of this game, with origami cranes acting as a trail of breadcrumbs for the player to follow. However, there is more to discover if going off the beaten path.
The cranes are not the only collectables in each of the levels for this game. There are also letters that are hidden for the player to collect, spelling out the name Hana when collected. These are usually found at the end of optional paths, offering increasingly difficult and challenging platform sections for players to take on. When all of the letters have been collected, a secret path will be opened up at the end of a stage with an item at the end (but their purpose is a secret).
The stages are separated into acts, where the player traverses platforms and hazards in uniquely themed worlds. Each of the themed worlds has a unique gimmick that is tied to that theme, creating a diverse platforming experience for players to enjoy. But caution must be taken as one wrong move will lead to death, as all platforms are suspended in a void or surrounded by water which will kill the player if they fall off a platform.
If the player does fall of a platform or takes more than three hits they will be defeated. When this happens, they will be sent to the last checkpoint that they crossed. These checkpoints are spread across each act, activating when the player crosses the threshold and healing a point of damage if they have taken any. There is also a reset counter that replaces the traditional lives that other platformers have, which eases the pressure of falling into pits or taking too much damage.
When a stage is cleared, the player will get a ranking which is determined by their overall performance. The criteria for the scoring is the number of paper cranes collected and the number of resets used, with the fastest completion time for the act recorded. The overall score will be assigned a letter grade based on the average between D and S, with D being the lowest and S being the highest. This game will require practice to improve scores, as there are a few hiccups to the experience.
Due to the nature of 3d platformers, there can be some minor issues with depth perception and momentum for some players. This can lead to overshooting or just falling short when making challenging jumps. But, the game does compensate this by having a shadow option to help players, as well as the generous checkpoints that can be in stages. Another small flaw is the camera, which can result in enemies being obscured and hurting the player, but there are options that can help with this.
The last thing to discuss is the replayability on offer in this release. Each of the stages, can be repeated once cleared, allowing players to improve the ranking that they got and to lower the overall completion time. This promotes repeated play and for players to return to the game once they have beaten it, in order to improve their times and potentially compete with others for the best time. This is a common thing with platformers where time trials become a popular form of competition.
There is also the added bonus of extra characters that can be unlocked by beating the game as Hana. These characters have their own unique skills and challenges that come with them, but I will be keeping that information a secret. The overall experience of the game does hit the marks of a solid platformer, with obvious inspirations taken from the early years of 3D platform action games.
Now with the gameplay covered, it is time to move onto the other aspects of the game, starting with the controls.
Controls – the controls for this release are intuitive and mapped out well for easy use. The left thumb stick controls the character and the camera with the right (there are additional camera control options), with the face buttons control jumping and attacking enemies. The inputs are snappy and responsive with zero lag during play, but the lack of D-Pad support is unfortunate. But, with the swift movements in the 3D environment, the set up works perfectly for all modern control layouts.
Difficulty – this can be a difficult game, with the tough precise platforming in later stages and fast paced movement. However, it doesn’t feel unfair for the most part. There are some areas that could be improved, like the speed segments or timed platforms, although they can be mastered with enough practice. The checkpoint and reset systems do lessen the sting of defeat, but repeated failure can become frustrating over time.
Presentation – Lunistice really does make the most of its inspiration, with simple polygon models that have had texture sprites painted on them to invoke that 32bit feeling. This design style allows for a cuter and more stylistic look, which works very well in favor of this title as it adds a retro charm to the whole experience. There are no issues with lag or framerate, with everything running smoothly throughout even with a lot of assets rendered at once.
The sound is another highlight of this game, with music that mixes many different styles together, creating a cohesive soundtrack that hits all of the marks for me. The themes for each zone capture the essence of that location, while also matching the tone set by the other compositions. There is a limited use of voice acting in this game for story segments, which helps to add a little more to the overall presentation for this release.
Final Thoughts – I was surprised when I saw the announcement for this game. It is an interesting throwback to the early days of 3D action platform titles, with smooth action and a fun gameplay loop. This game kept me engaged the entire time I was playing it, with the collectable system, hidden objects that open up secrets and extra characters to challenge the game with. The time and infinite life reset system works well, which can encourage players to do their best to shave time off their records and set the best times they can.
I am more than happy to recommend this game to anyone who loves action platformers. The whole package is an excellent homage to the revolutionary times of early 3D games, like Crash Bandicoot and Sonic Adventure, with visuals, gameplay and a soundtrack that ties everything together. I was blown away with the experience I had, everything came together and made for a really fun time, even if it did have a few flaws.
In the end, I give Lunistice a final score of 4.5/5. This is an excellent throwback to the early days of 3D action platformers, with visuals, sound and gameplay systems that offer a fun challenge, while invoking a feeling of nostalgia for the titles of yesteryear. If you want to check this game out for yourself, links to the game are below.
Overview – developed by Walk Without rhythm Games and published by Eastasiasoft, Rule No. 1 is a retro styled arena FPS, with frantic action and elements of rogue lite randomization. There is even a gallery of risqué images to unlock as rewards during play. This title is available on the Nintendo Switch and PlayStation 4, with a link to both versions of the game at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank Eastasiasoft for providing the copy of Rule No. 1 that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Mature Content Warning: Please note that the rating for this game has Nudity, Strong Violence and Sexual Themes listed as content in this release. If any of the content listed makes you uncomfortable, please proceed with your own discretion if you wish to check this title out.
Now with the introductions out of the way, let’s get into the review. There is no story to this game, so I will be going straight into the gameplay segment.
Gameplay – Rule No. 1 is a fast paced action shooter set in a rectangular arena, where wave after wave of enemies will attack the player in most modes, while the player dashes and dodges to avoid damage. The player has five hit points, with more being available to the player by destroying boxes which also include a variety of weapons that can be used. If all hit points are depleted, the game will be over.
There are five total game modes that the player can take on, with the points that are earned being added to a running total. These points are used to unlock images in the gallery in game, with each image unlocking in sequence per 1000 points earned. The gameplay modes that are available to the player are as follows;
Competitive – this is a competitive mode where score matters most, with a limited weapon pool that players can use, the dash skill, a magnet style skill to pull loot in and grenades that can damage several enemies at once.
Arcade – A mode that is more focused on fun rather than competition. The full weapon pool is available for the player to collect, as well as the skills that can be used in other modes.
Bouncy Bois Only – a more relaxed and predictable mode where only one type of enemy will appear and attack the player, the weapon pool is limited like competitive, but the difficulty is reduced.
God Stilletos – Survive as many waves as possible with only the special dagger as your weapon and battle the hordes of foes that will try to take you down. This is a special challenge mode for those who want to push themselves.
Basketball – throw the balls into the net and collect them or recall them when you run out. Take your time and score as many points as you can without the threat of death looming over you.
The overall gunplay of this release is solid, with a simple Doom or Quake like control system with a fixed crosshair. The starting weapon is a simple pistol, but the arsenal that can be obtained includes shotguns, rifles, automatic weapons and even dual wielding pistols. There is infinite ammo for all the weapons, so it is not so much about running out of ammo, but more which weapon does the best job for the player.
There is a random element to the weapon drops that can be collected from the orange block in the arena. The items that drop will always consist of a heart to heal damage and a weapon to pick up. This makes the battles more unpredictable, as there is no real guarantee that a specific weapon will drop from a crate. The weapon switching also feels random, as it can take a few presses to get the weapon that is wanted which can be a frustration.
During each of the waves, there will be several enemies that appear from outside the arena and close in on the player. These foes include bouncing balls and zombies that will attack relentlessly until they are taken down. Each weapon will deal a different amount of damage to enemies, so finding the one that works best is a key strategy to success in this game, as well as precise and solid movement within the battle arena.
The action that takes place through the waves is very frantic, with enemies swarming the player very quickly, which can lead to a quick death. This means that a lot of practice is needed in order to climb the leaderboards, which adds a lot of replay value for the player. The unlockable gallery images also give an incentive for players to keep playing, working towards the rewards that can be gained from consistent play.
Now with the gameplay covered, I will be moving onto the other aspects of the game, starting with the controls.
Controls – the control method for Rule No. 1 is similar to that of other old-school FPS games. The thumb sticks control movement and the face buttons/triggers are used for the actions/combat. These inputs and the layout works very well, with the movement and action feeling snappy while having zero issues with lag. The sensitivity of movement can be adjusted to better fit different play styles, making it more comfortable and responsive.
Difficulty – this is a very difficult title, with the enemies attacking from all directions it can lead to sudden death at any time. This can be frustrating when starting the game for the first time, but over time this frustration will often lessen as players get used to the way that the action flows. There is no way to adjust the difficulty of the game so it may put off some players.
Presentation – this release has a very simple look to it, with the environment of the arena having splashes of color as well as a vaporwave style aesthetic to it. The enemies are made of both polygons and traditional sprites, which is an interesting mesh of both old and new. The sound for the game has a nice balance, with a rocky electro soundtrack, heavy sound effects and witty one liners that all come together very well.
Final Thoughts – I enjoyed Rule No. 1, it is a tough and challenging shooter that will really push you to try your best just to survive a little longer. The action is frantic and the enemies that attack from all directions really made me panic some times, which is both a positive and a negative as it may be off putting to some players. The variety of weapons is a good touch, but the random drops can be disruptive during stressful encounters.
I can easily recommend this game as it is a solid shooter on a budget. The gimmick for it being an enclosed arena works well as players know what to always expect, which can allow players to adapt and work up the leaderboards. The different game modes make this a good option for players who want to mix things up, as well as the gallery that incentivizes players to keep playing just that little longer for the next unlock.
In the end, I give Rule No. 1 a final score of 4/5. This is a frantic and intense shooter that is as chaotic as it is fun, with gun play, movement and action reminiscent of old-school FPS games, but modernized just enough to create a challenging experience that can be picked up with ease. If you want to check this title out for yourself, a link to each version of the game will be below.
Overview – developed by Nippon Ichi Software and published by NIS America, Yomawari: Lost in the Dark is a survival horror adventure set in a lonely town filled with spirits. This is the latest chapter in the series of atmospheric horror titles, where the dark is the biggest threat to the young girl who must reclaim her memories and break a curse. This title is on Nintendo Switch, PlayStation 4 and Steam, with links to each version of the game at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank NIS America for providing the copy of Yomawari: Lost in the Dark that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Content Disclaimer: This title contains themes that may not be suitable for all audiences, with imagery and content that may disturb or upset some players. I would like to ask that discretion is used if content featuring bullying and allusions to suicide is something that makes you uncomfortable or upsets you.
Now with the introductions out of the way, let’s get into the review, starting with the story (taken from the official website). I will be covering the basic details of the gameplay during the review, this is because I don’t wish to spoil some of the surprises and elements of the game. I will be referring to the game as Yomawari 3 throughout the review for brevity.
Story – A young girl awakens in a strange, dark forest with no memory how she got there. The last thing she remembers was walking up to the school rooftop at dusk. Wandering through the forest, the girl meets a mysterious individual. This person speaks to her in a voice that she faintly remembers from somewhere in her past.
You’ve been placed under a powerful curse. In order to break it, you need to remember the important things you’ve forgotten. You have until dawn. And so, in search of her lost memories, the young girl ventures out into the eerie streets of her town at night.
Gameplay – Yomawari 3 is an isometric survival horror, that uses a dark foreboding atmosphere to instill dread in the player, using the darkness to hide the threats around the player. The player takes on the role of a young girl who is under a curse, with the objective to locate their lost memories. To do this, the player must explore the town that the girl lives, however there are spirits hidden in the shadows as the player moves through the streets.
The only way that the player can see where they are going in the dark is by using a flashlight, which can be moved by the right thumbstick. By shining the light into the darkness, the spirits that are hidden will be revealed, as well as items that can be collected on the ground. The items that can be collected include coins, keys and clues that will assist the player in solving the mysteries of memories. Items found will be added to a master list, offering information about each item found.
The coins that are found can be offered to special Statues discovered throughout the town, saving the game and offering a warp to other statues that have been activated. The flashlight itself isn’t the only way that the specters in the dark will make themselves known to the player. There are many that will appear in plain sight and at trigger points during the game. Another way to tell if a ghost is near is the heartbeat of the character, getting faster the closer the spirit is to them.
When a ghost is close to the player they have a few options depending on the Spirit encountered. Here are the core options that the player can use when interacting with malicious spirits;
Close Your Eyes – some spirits can be stopped by the character covering her eyes, darkening the area around her and showing her heart beat in the center of the screen. Spirits will appear as red lights on the screen in the darkness to show their position. After a short time some spirits may disappear, but others will continue to pursue the player.
Shine a Light – some of the spirits that are encountered will be affected by the flashlight, pushing them back while they are within the range of the beam. The player can tiptoe around moving the character while facing a single direction, keeping the light shining on the spirits as they move slowly away from them.
Running Away – the most effective method of dealing with most spirits. The player is able to run for a limited amount of time by holding the run button, moving faster than just walking. The amount of time that the player can run for is shown by a meter on the screen, shrinking on from the edges of the screen into the center. There is a white spot in the middle that will change color if a spirit is close by.
As the player moves around the different areas, a question mark will appear above the characters head showing an interactive object is nearby. If the item is a consumable item like a coin, a star will appear when they can be collected. However, if the item is important to the story or has information for the player, there will be a single or even double Exclamation mark when near the item. There are also items that can be held, which will have a hand icon and the interaction button must be held down.
As the player explores the town, they will enter areas related to the memory they are trying to uncover, including the school and the Rice Field. These areas have their own unique specters that will appear, such as the faceless man with a sickle, which will chase the player down. Alongside sequences where the player must solve puzzles and overcome dangerous hazards, which will give the player access to a memory and push them further along in the story.
The intense sequences and obstacles are akin to a boss battle, as they bring together elements of the previous trials of the area to challenge the player. If the player is successful, they will be able to learn more and further expand the area they can explore of the town. This is due to the presence of Kotori, a bird spirit that blocks off access to areas that the character does not remember. When the player enters an area that they are not meant to be, Kotori will attack either killing them or chasing them away.
When the player wants to relive a memory to uncover clues, they must do this in their home. A space where they may change their outfit, save the game and rest between explorations. While in the home a book will be on the table, letting the player re-watch cutscenes that play out the memory for them, providing clues to solving the puzzles for that section. It is important to check this regularly if a refresher is needed for an item or memory set as the objective.
Death itself in this game is not a significant setback as there are numerous checkpoints that can be used, either in areas where a memory is located or where the game was saved. This means that failure is not a significant set-back to progress, but can be a frustration if a large area was explored and the player died before reaching a save. As the player does explore the town, a map will fill out that shows the location of local maps and activated save points.
The last thing to discuss is the way that the game itself plays out. There is a semi-flexible system where multiple objectives can be active at once, with two memories needing to be found at the same time. This allows players to approach the challenges how they wish, but there is still some rigidity to the overall flow of gameplay with the bird spirit blocking the way. It neither feels like a linear or non-linear experience, which works in the favor of this atmospheric horror.
It is important to remember however, that as a horror game there will be jumpscares, psychological tricks via the employment of sound and visuals that are intended to disturb the player. A warning is provided before starting the game, warning that it is not suitable for those with health conditions. This is stated because there are elements of the gameplay and presentation that may cause distress, with sounds may induce anxiety and imagery that could be upsetting when viewed.
Now with the gameplay covered, it is time to cover the other aspects of the game, starting with the controls.
Controls – the control method for this release are easy to pick up, with the movement and flashlight control tied to the thumbsticks. The interaction buttons and escape maneuvers are on the face/shoulder buttons, allowing easy access to them throughout the game. When playing this release in either handheld or docked on a big screen, the controls are comfortable to use regardless of the controller that has been used to play with zero input lag.
Difficulty – there is a gradual difficulty curve to this release, with some spikes in challenge when new spirits appear or the “boss” sequences are in play. It is a challenging experience that will put players at unease, using the jump scares and tension that the atmosphere to cause players to make mistakes. Death in this release is a common thing and will happen very often, but the checkpoints and save points that are throughout the area ease the pain of dying after a mistake.
Presentation – Yomawari 3 is stylized well, giving the game an uncomfortable sense of dread that permeates throughout the experience. The design for the spirits, the dark atmosphere and the creepy/grotesque appearance of some entities pushes the uncomfortable feelings further. The scale of character models also adds to the atmosphere on display. The camera makes the player look much smaller compared to many of the spirits, which further contribute to the unease of the game world.
Sound is greatest weapon that this game can use in its efforts to unnerve the player. With the anguished cries of babies, guttural groans of pain and ominous sounds in the dark coming together, creating a sense of trepidation for the player as they progress. The use of atmospheric sound and ambiance, combined with a score that is used sparing create a haunting soundscape that can evoke many emotions. These factors all combine to create something that can be genuinely terrifying at times.
Final Thoughts – I have not been one for survival horror in general, aside from a few titles that fit a specific niche. However, I found myself being pulled into the game, as it has the type of setting and themes that I enjoy which are reminiscent of Fatal Frame. The atmosphere is tense, with a foreboding sense of dread that permeates the entire experience. The jump scares were effective, with the scripted encounters causing me to jump as I played the game. But there is a lot of busy work and some cryptic puzzles that may put some players off.
There are moments that caused discomfort and unease during my time playing the game. The allusions to suicide, bullying and social exclusion of the player character elicited an emotional reaction as I experienced them. I can recommend this game to those who enjoy atmospheric horror, as there is a lot of depth to the world design, the spirits and the storytelling. However, this game is not for everyone and if you find the things mentioned or shown upsetting, please explore it with caution.
In the end, I give Yomawari: Lost in the Dark a final score of 4.5/5. This is a dark and atmospheric horror that uses the environment crafted for it to its full potential, with monsters/spirits that are unsettling, sound design that is unnerving and jump scares that could quickly induce panic in players. If you want to check this game out for yourself, a link to each version of the game will be below.
Overview – developed by Agelvik and published by Rtalaika Games, God Damn The Garden is a retro styled FPS, with entertaining character interactions and a maze like layout containing various puzzles. Take on the Garden of God Damn and battle your way to Badass Heaven, taking down the monsters in your way and maybe even have a Capybara friend by your side. This title is available on all console platforms, with links to each version of the game available at the bottom of this review.
Disclaimer: before I get into the review, I would like to thank PR Hound for providing the software that was used for this piece. The provision of this software has not influenced the contents of this review, all thoughts and opinions contained within are my own.
Now with the introductions out of the way, let’s get into the review, starting with the plot for this title.
Story – you are the Skeleton Bastard, a chosen one who has been selected by the God of Badass Heaven, who has sent you to the depths of God Damns World. The task is simple, complete the trials ahead and fight the creatures of the underworld, if you succeed then you will become the new god of Badass Heaven. But beware of your surroundings as there are traps, horrendous monsters and certain doom around every corner, there are also Capybara too.
Gameplay – this title is a first person shooter in the style of Quake, with a large, mostly non-linear map that players can explore. The objective is simple, complete the trials of the Garden and defeat the bosses in the underworld to escape the depths. While exploring the different locations, the player will encounter various NPC characters that will give them information and sage advice about the garden, tell stories and offer them missions to complete.
This is where the main gimmick of God Damn the Garden comes into play. The characters that the player comes into contact have distinct dialogue options, with positive and negative options that can be chosen. The positive options that can be chosen, the player will leave the NPC character be and go about their quest. However, if the negative options are chosen, the player will attack that character and depending on these choices, the way the game plays out may change.
As this is a retro styled first person shooter, there is a focus on fast paced action with attacks coming from several directions at once. The enemies that are encountered will mostly idle around, only attacking when the player is in range or the player attacks first. But there are some that will consistently barrage the player with projectile attacks from a distance, targeting the player with shots that will track the player. There are even enemies that will attack from nowhere, dropping from the sky.
To battle the monsters of the realm, the player has access to a deadly gun, with a standard shot that can be fired as fast as the player pull the trigger. The weapon can also be charged to shoot multiple bullets at once, dealing damage faster to enemies that are being hit. The gun has limited rounds that can be fired, with ammunition that can be collected from defeated enemies and by shooting flowers scattered throughout the dungeon.
Aside from the standard shot, there are alternate shot types that the player unlocks during the course of the game, with their own special ammo that is needed to fire them. However, there is one weapon that the player can obtain which is the strongest in the game, the CAPYBARA Friend, a companion that will attack all enemies that make contact with it. This friend will follow the player around and can protect the player with its invincible form, or can be told to wait at a specific point until later.
Enemies that are encountered have their own set health, with the damage they deal being unique to them. Some enemies can take over a dozen shots to take down, with others only needing one or two hits. The enemy size and health they have is not comparative to the damage they deal, as some enemies can instantly kill the player making for a slightly unbalanced challenge. But a generous checkpoint system balances the trial and error that players will encounter.
As well as the fast paced gun play, there is some platforming that is required to cross gaps, get to out of the way areas and to activate switches. This is fairly intuitive and the player has access to a dash move, which allows for more area to be covered while mid-air. There are also spring pads that launch the player into the air, helping them to reach higher up areas with relative ease. The platforming is a minor feature of this title but is most important when it comes to the collectable system.
Scattered throughout the game are golden skulls that the player can collect, with these skulls hidden out of the way or positioned in a place that appears out of reach. The skulls can require some intricate platforming and movement to get them, with them in plain sight but no visible way to reach them. The last thing to mention is the boss battles that the player will encounter during their journey to escape God Damns underworld.
There are a few bosses that the player will encounter, each with their own rather silly design and gimmick including a cat dragonfly that fires explosive shots at the player. These battles can be intense, with several support enemies to help the boss during the battle. All battles take place in a sealed arena that is opened up by completing specific requirements for them, each with their own terrain and cover for the player to use.
These battles are the most exciting part of the game, as they take the established pace of the action and intensify it by adding dramatic music, a unique health bar and providing limited supplies to collect. This means if the player runs out of ammo during a battle, then it will become a desperate struggle for survival. If the player defeats the boss, they will be rewarded with an item that will allow them to progress further towards their goal, pushing them further along on their quest.
Now with the gameplay covered I will be moving onto the other aspects of this release, starting with the controls.
Controls – the control system for this release is very simple, with the thumbsticks used to move and look around, the right shoulder/trigger set as fire and other functions set in a simple to use layout. Since this is an old-school style shooter, there is a lack of down sight aiming that most modern shooters use, so to help those who have difficulties there is auto-aim available. Overall, the controls are comfortable to use and there is little difficulty when playing in handheld or with a separate controller.
Difficulty – this is a very challenging title, with death being a very common occurrence throughout the game. There are no options to alter the challenge, but an abundance of checkpoints throughout the dungeon will make it feel less of a struggle at times. It is possible to make the game harder through the decisions made during play, but I won’t spoil that. There is some trial and error with a few minor issues that make it harder, such as some enemies attacking out of nowhere which can disorient players.
Presentation – the visual style feels very out of the 90’s, with sprites and models that look a lot like games such as Quake and Unreal Tournament. This works well as the design adds a feeling of dread that permeates throughout, which is contrasted by the silly NPCs and humor added to the game. The sound for this game is very good, with atmospheric music that keeps the tension building while exploring the world of God Damn. There is also a lack of voice acting from NPC characters, which adds further to the otherworldly feel this game has.
Final Thoughts – from the screenshots alone, I was expecting something sillier than I ended up getting. This is quite a dark and rather grim title, with the story that it tells through NPCs having a grisly edge to it that covered by humorous sprites and misspelled dialogue. The experience is a slightly mixed bag, with some potentially unavoidable deaths, a confusing maze layout that would be better with a map and a lot of trial and error required to get through.
However, there is a lot that this game has to offer, and even though the game is relatively short there is a lot of replay value here. The choices that the player makes can significantly increase the difficulty that players will face, as well as the non-linear nature of the underworld that players face. There is even potential for speedrunning as the game counts the time played. I have no issue recommending this game, it has much to offer for a very low asking price.
In the end, I give God Damn The Garden a final score of 4/5. This old-School style FPS is a good challenge and has a lot of entertaining silliness to it, with fast paced gun play, horrific monsters to fight, an interesting cast of NPCs and a lot of Capybara to enjoy. If you want to check this out for yourself, links to each version of the game are below.