Reviews from

in the past


I stumbled upon 24 Killers completely by chance, and its unique visuals reeled me in. While the game itself was not what I was expecting with its strange narrative and trippy visuals , it felt like Animal Crossing on acid. That's not to downplay 24 Killers though.

The fact that this game seems so overlooked is a shame. It's a true accomplishment, especially considering it was crafted by a single developer over nearly nine years.

However, it's not without its quirks. The unusual story and lack of an in-game journal made things confusing at times. And there was a few bugs but nothing closing my game and restarting didn't fix. Despite the stumbles, it didn't take away from my overall enjoyment of the game.

This is a game that deserves recognition. Made by one person, it's a testament to creative vision and perseverance. 24 Killers is a game more people should play.

The style is great, the music is great, and there's an undeniable charm to the character interactions. I can see why a lot of people love it, but it never fully clicked with me. Not fully clicking with a game isn't a big problem though -- I can enjoy and appreciate art that isn't quite my thing and come away richer for it.

Unfortunately, I simply didn't enjoy the moment to moment gameplay. Most of the 'minigames' and interactions were just a bit clumsy and annoying to me. Towards the end of the game, you have to gather quite a bit of resources, and, even understanding how to do it well, it felt unnecessarily grindy. I would have enjoyed this more as a point and click or walking simulator, to be honest.

I really wanted to like the game and strung myself along for about 6 hours before deciding that it's just not for me. That said, I'm happy to have had the experience and given some money to an indie dev who made a passion project, and I'm glad that most people who play it seem to click strongly with it.

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.

Once I heard this game was "kinda like Chulip" I knew I had to check it out. It really doesn't disappoint - it's relaxing and quirky with mysteries and characters that keep you interested throughout the journey. The art is really refreshing, and I quite like the writing for a lot of the dialogue - its very witty and thoughtful.

I do have a few critiques - I think for a game about learning how to enjoy and experience life, you do spend a lot of time collecting the currency of the game. The racing mini-game in particular I really got tired of about halfway through. I also kinda wish you were able to do more personal side-quest type of stuff for fun - similar to animal crossings or even Chulip - but that's also my personal bias. I think I would've connected with some of the less important mons that way. Some of the tracks in the game could've been different from the dominant overworld track. While that track is lovely, it does get old, and every time I heard a different track I perked up - but they are almost always in a single spot you'll never be in for long. I also was unable to get the "producing a poo" achievement despite very much producing a poo. u_u

That all being said, I'm really glad I took a chance on this title - its weird and optimistic in a way I really vibe with. This game just oozes with the personality of its creators in a really great way. What a fun piece of art, I'll definitely be returning to it in the future : ]

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.