Reviews from

in the past


A pior parte do jogo é ele acabar. Tão curto, mas tão bom...

Beyond being an excellent game, this was an incredible experience for me. The amount of genuine care and love that makes this game, oodles of absurdity, a world that feels fully formed and ready to be a home. I ate up everything this game had to offer and continue to gnaw the bones. Home's decaying fist has touched my heart

Yea whatever I guess it was charming. We're all connected or something fuck off.

If you like Earthbound, Animal Crossing, or Hylics: PLAY THIS!

Spoilers!!!::::
This game is beautiful. The execution of the world and characters is amazing as well as deep without being dense for the short experience. The idea of the foam being save files and how there are small differences in blessings/abilities in each one is so cool. It takes this deep multiverse idea into a palletable wholesome cute universe.
The art and design of the world and characters feel so full of life and passion. Everything feels like it's real within this little world of the foam. The main characters are all really cute and memorable. The progression is also so fun and refreshing.

It's just a joy of a game. Give this a shot if you want something chill and fun in your free time.


#9 of 2023

Infectiously sincere, and far deeper than simply a tribute to it's influences. This game puts trust in the player and their ability to navigate the strange rules of it's world. Dense with character, both loving and lovely.


somehow i don't have this reviewed! the developer todd and I go way back to the early 2010s. i thought their early games like Chain Champ were cool.

following this game's evolution over that period has been fun, and I'm glad it turned out so well - a charming and personal adventure game with unique art, music, sense of place.

24 killers is kindling for your coldest days.

You play as an interdimensional being known as Home, who is forcefully shoved into the body of a dead soldier by an all-powerful entity. You awaken to your newfound existence on the beach of an old abandoned military outpost. It only gets worse from here: this procedure wrecked you, you cannot go back to your shenanigans until you are healed. Thankfully your new friend knows exactly how to fix this. You see this island is not abandoned at all, it's just that most of it's residents are stuck in a bunker. Bring them out one by one, help them with their grievances, and then you can go home.

The whole game takes place on this small island. Each day you wake up in the same bed, and can go about your business for as long as your limited energy allows you. Repetition is the name of the game here, and it's used masterfully the maximize the game's already high hangoutability.

Your eyeballs will rejoice from the steaming mixed-media-esque graphics. Featuring prendered 3d sprites, drawn sprites and photographs for ground textures. Vivid colors and whimsical designs. This game is garish in exactly the way you want. It's the funky expensive fruit tea that many readers of a review like this probably enjoy.

The protagonist starts fairly weak. Helping people gets you the opportunity to take photos of characters, this allows you to take their form later on. These forms usually carry an ability with them: the tough looking guy can lift heavy things for example. And maybe a big rock was all that was standing between you and a new place to check out. Screens usually connect to at least two other screens, so moving around is fairly easy.

A decent chunk of the game will be spent looking for money. On each screen a random challenge related to your unlocked abilities will spawn. Depending on how well you do you will get a set amount of cash for it. Your wallet will be fairly stacked if you just collect these as you go about your business. I did find myself slacking in this regard, so I ended up having to spend quite a few in game days just running around the island scrounging for cash.

The main gameplay loop consist of talking to characters. They usually want something from you. Sometimes you have to explore the map, use one of your powers to solve a challenge, sometimes you need money to buy the thing they need. Or any combination of these. You do the thing, you take a picture of the guy, you get some new powers. Or something unlocks. Maybe someone will sing you an acoustic song about there is a little more to life than what's in your head. You know how these things go. Most puzzles except a few are fairly simple: it's easy to just sit down with this game and see a few new things before heading to bed. I'd even say it's the ideal way to play 24 killers.


It's been a while since I played moon (1997, rereleased with an official English translation in 2021). I was in a different place back then. It feels very far away. This game takes heavy inspiration from it, but I did not want to mention this in the main body of this review. I believe it stands on it's own, you don't need to be a love-de-lic guy to enjoy this. But the similarities touched a warm melancholy in me. A feeling that I fear I don't get to experience as much anymore.

Pay these guys a visit. I promise you with an honest heart, it will end too soon.

I tend to not be into games specifically which bake into their outflowing charisma the aura of lovable idiosyncrasy; I can get behind movies with casts of oddballs and quirks, novels populated with surreality at home, comics askew with half remembered figments of characters, but games which can’t make a pure sentimental or quizzical experience of life as we see it caricatured, but also a mechanical coinciding parallel argument, more often than not ape the artificiality these idiosyncratic works try to point out in our everyday social mores. Because something like The 20th Century (2019) is largely spectacular, able to be interacted with as the farce of a dream that compounds into what he revere as history, it cuts through the rote activities that go into creating that spectacle not in contrast to our normalcies that it thumbs at, but because our social construct allows for intra-commentorial reinforcements of its own multiplicity (which is part of why true critique is so hard to maintain without becoming the obsequient second comer to the argument between status quo and mirrored parody). However, when games pronounce this mummery of displaced normalcy, artificialising the pretence of coordinated nature outcropped in our actions, it also must be coupled with the standardised explorative apparatus to function as that critique: dual sticks to transgress, A to interact, upgrades to signify achievements of the necessary progression. Due to this coupling of the obvious interaction model, because, except for the most radical of the avant-garde, there is also rote interaction along the borders of other art objects but in less conscious ways as holding a controller or managing inventories, the inclusive critique of normalcy (by which I mean anything other than a standardised reproduction of the conditions made up for requiring “normal life”) is more thoroughly adopted into the landscape of structural expression bent toward hegemony than is otherwise seen in things such as Dadaist poetry or free jazz.

That said, 24 Killers doesn’t fall into the Undertale ‘it is what it says it isn’t’ trap of these types of games, if only because it doesn’t set out as being so apart with as grand ambitions. It’s a modest game, if you don’t go for the truly bonkers total completion, that attempts to tell an unusual story of a parodic community, but it speaks less to the idea of community than it might if it were to flesh out more towards a true simulation. In most respects, it isn’t an anti-game or a subversive RPG or an adventure game about adventure games; it’s merely a little parable of why community is so regulated and normalised instead of how community is regulated and normalised: because people are pleasant and nice and it feels good to be pleasant and nice. It may be tedious to help a friend, but you do and then you have a coffee and sharpen their beak with a shell given to you by a gigantic fish that lives in a toxic sewer beside a living pile of shit.

"Turn out the lights. The party's over. All good things must come to an end."

A charming Love-de-Lic-like, 24 Killers places the player in a strange but somehow nostalgic island full of mystery. For the uninitiated, it follows a Zelda type problem solving gameplay loop where tools provided to the player earnt through character interactions lead to new areas or secrets and ease of progression. It makes for a relaxing and refreshing introduction to the unique subgenre refined by Love-de-Lic.

24 Killers really shines in its dialogue shared with a variety of creatures and critters who you'll meet and assist while exploring. Our protagonist named Home starts out abrasive to the idea of helping others, but their colours changing over the course of the game accompanied to an earnest acoustic score was lovely to see.

Rolled credits on my first universe and am marking completion, though I do intend to keep playing. My minor nitpicks regarding the repetitiveness of the toast cutscene and finding farming whispers in early game a bit difficult aside, this game warmed me in a time when I needed it most.

SMILE HAPPY SMILE LOVE GREAT LOVE

HEY do you like MOON?! do you like CHULIP or CHIBI-ROBO?! Do you like QUIRKY and WEIRD and HEARTFELT?! Play 24 Killers!

It's super easy to look at 24K and just call it "indie 2023 Moon Rpg" and write it off. However, I think this game uses this very obvious love-de-lic inspiration and creates something new that can stand on it's own legs.

Everything in 24 Killers feels dreamlike. From the music, to the art, the dialogue, and even the dream-logic of the world and puzzles. But 24k never feels "lul random xD" because the game has a very stable internal logic.

The very opening moments of the game are bizarre but setup consistent world-building and character moments. We learn about Johnny Puzzle (the puzzle and contraption-loving dog), Mole (a giant friendly mole), Moon (some sort of extraterrestrial being calling the shots), and finally the player character Home.
Home is an echo. You don't really know what an echo is at the start, but you know it's a hand with an eyeball on it and a little wiggly tail. And you dive right into the corpse of a soldier. Home doesn't like this and wants to get away from all these annoying monsters ("mons" in the game's lingo) and starts to fight off all of them before Moon knocks them out.

Usually in love-de-lic games and other "cozy" games like this, the player character is nice, but Home is kind of a jerk! And that's what makes this game so nice to play. Seeing how Home reacts to the shenanigans, seeing how they grow and learn. Helping uncover this mystery. Diving into the bizarre dream-logic world and trying to genuinely help these people. When the sentient spider-mocha pot tells you that it's depressed and lost in life because the coffee plant outside is dried up and dead, it's not a random joke but a problem that you want to solve.

24 Killers isn't a very long game. That's a plus for me, I'm an adult with little time. I completed the game in about 8 hours and there is some.... very interesting replay incentives, but I can see that being a turn-off for some folks.

I adore this game and I want more like it. Games like this inspire me. To be more creative, to be more honest, to be more genuine, to be more weird, to love myself and others more. It's a beautiful game.

o Love-de-lic não existe mais senão em pedacinhos em lugares espaçados, mais em espírito do que qualquer outra coisa, e não tem um exemplo melhor disso do que 24 Killers. poucos jogos entendem os loops de gameplay, a trilha sonora, mas principalmente os temas e as ~vibes~ que o repertório daquela developer tem incrustado em seu tudo, mas tá aqui um jogo indie feito por basicamente um cara que pega tudo, e faz um pouco mais. ele não é só suas influências.

aquela frase genérica mas bonita de tumblr-twitter: você é um museu de todas as pessoas que te encontraram ao longo da sua vida. esse é não só o tema e objetivo de 24 Killers, é basicamente o que o próprio developer fez também. jogos são bons quando fazem você pensar na sua vida. esse é um bom jogo.

[se você gosta de jogos como Chulip ou Moon ou Elemental Gimmick Gear, isso aqui é pra você]

mannnn. 24 killers may just be my favourite thing ive played this year so far. and you wouldnt guess it at a superficial glance - it looks fairly quaint if you dont try it for yourself. "a moon rpg clone, a love-de-lic-like"... when people try to capture a game like that, the pigeonholing of it kind of covers up all nuance in a homogenising white paint, huh?

but 24 killers is absolutely not its inspirations - not exclusively. what 24 killers does better than every single other game ive seen (even ones ive spent more time with!) is flavour. everything oozes charme, everyone has personality to spare. its language is almost like a bit of a code - "man" (the interjection) becomes "mon"; "fuck" becomes "foam"; "garbage" is always gabbage. its remarkably consistent, and the grooves of its writing arent disturbing, but familiar and warm.

it is also truly a kind game - kind on your patience, and your time, and your care. it isnt wasteful; when it asks you to wait, it knows you have that moment to spare. its like a long-lost friend that you hit it right back off on your first meeting in ages.

more than any other game ive played in recent years, 24 killers has made me smile wide and giggle adoringly at a funny turn of phrase, or an imaginative design, or a silly character.

yes, it feels sometimes like its held together with duct tape, and some small visual polishes are missing - but rather than take away from it, they betray a humanity, the hands that touched its creation.

i remember when its demo hit during a steam next fest that the developer played it with his son; and even though its a game where people smoke (the moon does, too!) and kalashnikovs are strewn about the place, it feels like it really does suit both the grown-up developer to play it, AND his kid, and anyone at the ages in-between.

thank you, happy shabby games. not shabby at all - youve made me very happy with your little island; it really feels like home.

GOTY 2023, gosta das coisas da love-de-lic? joga esse aqui, preciso nem me estender muito

Sinceramente eu não estava esperando nada do jogo, inclusive esperava que fosse achar chato e que talvez eu parasse no meio. Tenho que dizer que quebrei a cara esse jogo entregou muuuito mais do que eu esperava, ele é realmente muito bom seus visuais são únicos e marcantes trilha sonora muito boa e combina com o jogo e quase (já explico) tudo flui muito bem. A minha única reclamação é que o grinding pra um jogador iniciante é meio confuso e mais no final do jogo é um pouco ate travado, deveriam adicionar mais métodos de coletar os sussurros mas isso não vai afetar a sua experiencia com o jogo.

strikes a weird balance aesthetically between when mother 3 was originally developed for n64 and that treehouse of horror episode where homer is 3d, more games should strive for that kind of look

love this sm had me in like a trance tbh

This is my Game of the Year, It takes its inspirations such as MOON Remix RPG and uses them to its advantage to create a wonderful and unique experience. The writing is charming, the characters are all so memorable and fun, the visual design is genuinely incredible and I just love every single aspect of it. What an amazing gem of a game.

This game recognizes the tight struggle of existence and meditates deeply on what it means to be home.
The vibes are immaculate, and this narrative is worth your time. Buy it. Buy the shirt. Give (24) copies to your friends.

Super cute and fun game! Loved the art the world the music the characters but also they're bugging if they think I'm gonna play this 24 more times lol

I don't know what is more addicting, if the gameplay loop or the sound design. Every action you take on this game comes together with a delightfull sound. It's a very relaxing game.
In the bad side, the 100% completion goal for the game is fucking crazy

This is a wonderful little game, very in line with early Love-De-Lic games (particularly Moon RPG Remix Adventure), and with just as much heart as that game too (but less needless frustration). It’s an adventure-style game at heart, but based around a day system where you can only do so much each day, and some things reset each day, while some things only progress day to day. It’s small and handmade-feeling, with wonderful cute, bizarre, and well written characters. I almost feel like this game loves me, and I love it too.

A wonderful, relaxing adventure game with clear roots in Moon Remix RPG. 24 Killers is much shorter and more straightforward, making it a good introductory game for this odd little subgenre.


send it

24 Killers is a game that grabs you with its title immediately. something i remember dwelling on the moment i had joined the game's discord late 2020. i was enthusiastic to see something like it, due to my own love and adoration for love-de-lic and Moon. the initial teaser of the world let me know that it wasn't a matter of if but when i'd visit it. and 2023.

the weight of Moon as inspiration, as not only work but thematic to be iterated upon, i think could be tremendous. it's a dark game about care, about care that you as the player invest into the game -- and in the end it challenges that very care you cultivated and rebounds it back towards you cruelly: are you giving the world outside these artificial & linear ends the same amount of love?

and that's a lot of weight, for 1997, back when games were a burgeoning medium. it's a game that says these binary constructions can only contain so much -- but your love is infinite. these digital delights have predetermined ends. and that's a thing that no other game has really tried to formalize. Moon exists in a medium where these metatextual moments are often of form but hollow. games don't tend to say things. nier can delete your save. horror games can make you think there is a virus in your pc. even narrative games with multiple endings don't reflect your intent -- endings are content to be seen regardless of canonicity. nothing really is a mirror back at you saying, "... and?"

i won't talk too much about the mechanics of 24 Killers -- it's a rich unfolding of a world a la key and lock and the more you unlock the more locks will be revealed for you, and so on. the narrative core is that you are an echo in this world's narrative: an isolated spirit from the void where there is nothing at all let alone love. your awakening into the world is a violent one -- you're angry clay, mad at moon for sculpting you into the silhouette of man.

moon asks you to cure yourself of a "curse" by helping the residents of the island while moon, in her celestial role, prepares to birth a new universe, as is customary, as is implied is the way of things. moon is at times suspicious and dogmatic but always caring and eventually you realize this space is the continuity and there's no twist or curve upcoming. the 24 killers were soldiers and others on the island who were mutated and in their loneliness alike you as an echo find yourself within them and their friendship materializes you. to be a curse is to be away from others and the bonds that connect people. the bonds therefore break the curse. not really a curse then... but the desire for home that everyone has innately. to be at home. to be loved.

and the husbandman emphasizes this to you, too, if you haven't realized it yet. you see, 24 Killers iterates on moon by saying that things matter even if they are a story. come, let's retell this story once more, and again, ten times and so on. let us make friends once more with these killers. because the care that we invest into these spaces is a reflection back onto us no matter what. and that even if these are stories hardcoded to chips and so on, so what? they make you smile, don't they?


i really liked the demo for this! its visual style is quite nice but i enjoy Home's morphing abilities a lot as well
if youre looking for a comparison for how the gameplay works, u rlly just gotta play as blind as possible
But if you gotta hear smthin weird, what if animal crossing was also space station sillicon valley

Anyways wishlist it on steam and check it out! demo is a nice length :) (6/15/22)

EDIT 1: I played Moon and this is way more like fucking moon , so fucking sick. fuck my other comparisons


EDIT2: OKAY
Now ive fully beat the game and I LOVED THIS, lets get the obvious down, the aesthetic is fucking great I love the mix of prerendered, drawn and clay-toy looking models SO! MUCH! fuck
I think the story is pretty laid back in a good way because the worldbuilding tidbits from mons are rad and how echoes and whispers work is interesting, Moon talking about the Foam at the very start had me like "wuah? huh???/" for the first hour but Im pretty sure I fully get everything now, I wish the granny and martin had more outward interactions with Home outside of where theyre residing but otherwise every mon is fun in their own way and I like every design :>
A couple of the latter powers you unlock I think are kinda???? I dont really get their significance when you upgrade them because they arent necessarily there for movement's sake or mobility like some of the others
but thats fiiiiine because i think theyre still fun and cool

I also think this gameplay loop is fuckin great and I got ADDICTED to scratchers, I WAS POPPING JACKPOTS LEFT AND RIGHT LIKE BAM BAM BAM
i cant wait to be a drunk piece of shit and down 33 shabstars 6 coffees and watch the whispers fly in the next run..

final thoughts: This game has a lot of heart and while I think it has some shortcomings here and there(unless there's a little bit more shit u cant see in ur first playthrough, in subsequent ones), I think as a cozy adventure package about shooting the shit with some little weirdies on an island it excels.

SEND IT.