DeppySlide
1995
One recurring theme Jeremy Parish talks about in his Game Boy Works series are developers attempting console perfect graphics without adjusting for the resolution of the handheld, and this series is probably the definitive example of that folly. The graphics indeed look as much like DKC as they possibly can at the cost of some very cramped level design. The platforming also feels much more jittery, and the game gets very weird about pits during vertical sections. I ended up stopping at a level requiring jumping on lifts to change their direction, with it being impossible to tell which direction the lifts would go when playing on actual hardware.
That being said, the GB take on Temple Tempest is a bop.
That being said, the GB take on Temple Tempest is a bop.
1989
2008
TBD
Since this page is missing a lot of context, this game was developed by Phr00t, who specializes in procedural generation (and VR now apparently). The game was released on Desura (RIP) back around 2012, but thankfully is now available for free on the dev's old website for the game: https://gentrieve.wordpress.com/
This game falls into a lot of the same proc-gen pitfalls - room design is a planner's nightmare but also fairly samey once you've gotten past a couple "worlds", and enemies are either spheres or squares with spikes and turrets grafted onto them. Still, the design is never incoherent and worlds are short enough that the game keeps moving, and I think the textures and music help give the world a hostile feeling to it that keeps it from feeling like generic assets thrown around. I've never stuck with it long enough to finish it (assuming that's even possible), but it was nice to check back in after 10 years.
This game falls into a lot of the same proc-gen pitfalls - room design is a planner's nightmare but also fairly samey once you've gotten past a couple "worlds", and enemies are either spheres or squares with spikes and turrets grafted onto them. Still, the design is never incoherent and worlds are short enough that the game keeps moving, and I think the textures and music help give the world a hostile feeling to it that keeps it from feeling like generic assets thrown around. I've never stuck with it long enough to finish it (assuming that's even possible), but it was nice to check back in after 10 years.
2021
A big step up from Toree 3D, thanks especially to improved level design. In hindsight, Toree 3D suffers a lot from platforming cycles where you either get the timing exactly right or have to wait for a car or platform to get in position. Here, the design is all based on maintaining momentum, which works a lot better for the speedrun platforming style it's going for. (It also helps that a third of the levels don't have ice physics.)
It still could use a fixed camera in some parts, though, and the final boss is pretty weak. Everything else is a bump up from the first game, though, and the soundtrack is really stellar.
It still could use a fixed camera in some parts, though, and the final boss is pretty weak. Everything else is a bump up from the first game, though, and the soundtrack is really stellar.
2013
Ingenious idea bolstered by a strong cast of characters, and Claptrap. I think this was my first introduction to the world of The Venture Bros. so that's an automatic five right there.
Would dread to think what a Poker Night 3 would look like if the current Telltale rights-holders go back down that well. Do they go bigger and get Deadpool/Ricky-Morty etc epic bants characters, or tap into the parasocial market and get a bunch of streamers?
Would dread to think what a Poker Night 3 would look like if the current Telltale rights-holders go back down that well. Do they go bigger and get Deadpool/Ricky-Morty etc epic bants characters, or tap into the parasocial market and get a bunch of streamers?
2021
2019
Might go back to this to try the Sandbox mode but really struggled going through the early scenarios. I think Zoo Tycoon is about as complex as a management sim can get for me, just so many damn menus just to hire extra staff. Also not a fan of the "animal market" mechanic even if I completely understand why they went that direction.
2004
2018
Made for The Buswick 2013 game jam, this is Siactro's earliest game still available to play (on IndieDB of all places) unless you know how to emulate XBLIGs. It's an overhead puzzle game in the Zelda vein with a time-clone gimmick, but since it's effectively a prologue you're not getting anything complicated. Still an interesting proof of concept and interesting to think if Siactro went a different direction with his games.
2014
To my knowledge Siactro's first released 3D game, and appropriately it's more of a physics toybox. It's a faux job sim that's got lots of blood and object ragdoll physics, so no surprise that this broke into the Let's Play ecosystem.
I find it kind of interesting that this and Kiwi 64 are the only two of these early games that were not made for a game jam.
I find it kind of interesting that this and Kiwi 64 are the only two of these early games that were not made for a game jam.
2014
Pretty explicit Blade Runner parody, it's a fun little game jam concept where you have to chase an NPC around and "clear" crowds by firing a bullet in the air. Unfortunately it's too stiff to be worth playing more than a couple rounds.
Interesting to see the retro 3D aesthetics starting to appear in Siactro's games, albeit only through set dressing and fake scanlines.
Interesting to see the retro 3D aesthetics starting to appear in Siactro's games, albeit only through set dressing and fake scanlines.