Where They Cremate the Roadkill

released on Sep 29, 2017

"Where They Cremate The Roadkill" is a psychedelic and surreal game where your opponent is your future self whose rogue ego desires to possess the essence of all creation. Explore this twisting, dream like state to who only knows where...


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The worst game I've ever played. Unavoidable crash near endgame halted progression.

El gameplay es ponzoña. Pero y lo guapísimo que está qué?

I hate the sentence "style without substance". Style can be substance of its own. But this game is style without thought. It's a bunch of cool visuals thrown around without any thematic link or coherent aesthetic, tied together by shitty combat and the most masturbatory writing I've ever seen in a videogame. I've played games that are art. As much as Roadkill tries, it just isn't one. There's some interesting concepts, but playing through the game feels like wading through muck.

Also the dev is a POS and possibly just a straight-up criminal so uh.

El juego más bonito que he visto en mi vida con el gameplay que peor he visto en mi vida.

The character makes a pact with the devil in order to take revenge on society. Adding to that, you get to play past incarnations of the main character at some points. Like many of these weird indie games, it's confusing, rebellious, malicious and extremely creative.
And also very janky. It uses real time combat in rpg maker engine which is definitely not meant for it and also large sprites that don't have proper hitbox support. It's probably quite hard for the average player to get into it, but personally it's one of my favorite games.

Tried my hardest to enjoy this game on multiple occasions but it's just not going to happen. The visuals and music are all the same style as Middens and Gingiva, but this one simply doesn't click with me.

Making a beat-em-up in RPG Maker is a bad idea both in theory and in practice. Hitboxes are aligned to the center of the sprites and sprites are flat. That combined with the surreal environments makes it hard to even hit your opponent, and the choice to have a glossary in the game's manual instead of making it more accessible doesn't bode well now that battles are in real time. Like Middens it's impossible to tell if you're unprepared for a battle until you're almost dead, and the "just look at the enemy's colors to determine weakness" doesn't work with this art style.

The flow of play is broken further if you stop to look for items with the mouse, which I hear is necessary for the secret ending (don't quote me on that, I didn't get anywhere close to the end). As much as I like the kitty phone's interface, it's painfully slow to navigate. The hit list is confusing enough due to the lack of information, and it's even more of a chore if getting to that screen takes 5+ seconds of menuing.

Really didn't like this one. Abundant style isn't good when it makes the actual gameplay less enjoyable. Maybe I'll pick it up someday and enjoy it and change his review to match, but that certainly isn't anytime soon. At the very least the devs didn't run away with kickstarter backers' money, but that's the most praise I can give.

Also, the creator is still a creep.