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.

This review contains spoilers

I wasn't planning on going through another indie dev gameography so soon, but Stellar Nexus happened to be one of the games on the SRG Mixtape, and I had already been thinking of going through Frankie's games, so here we are. This isn't Frankie's first game, but I'm starting my reviews with this one because, based on a blog post, this is really where Frankie's oeuvre as an independent game dev starts. (I did review some of their earlier projects though, which I'll link here.)

As for this game, it's a firefighter sim in the same vein as The Firemen series but reframed as a sidescrolling platformer. That is, until you reach the 6th citizen in danger, when an alien invasion shows up and you have to fend off against the many horrific creatures while rushing back to your station. I'm marking this as a spoiler because nothing on the game's page, old website, or even within the game itself hints at this twist, so I think people deserve to go into this game blind.

Before this point, it was a bit of a hassle going through Frankie's old 2000s work, as it was spread over websites and forums (many no longer available); ultimately, the work I was able to play felt divorced from Frankie's strongest pixel artwork, as many of his projects simply never materialized. With Station 37, I finally get to see his gruesome creature designs put to good use, backed up by a mechanically refined game and excellent soundtrack, both with help from his TIGSource/Poppenkast buddies. (The soundtrack is in fact by ChefBoyardee of Barkley's Shut Up and Jam! Gaiden fame, and Frankie would be on the team for the unfortunately mismanaged sequel.) Even as "just" an (enhanced) game jam game, it's a great game on its own and the best introduction to Frankie's work from their earliest days, and I'm glad that it recently got readded to itch.io.

Originally a 2010 freeware game. I feel like the earlier wave of NES-inspired games were a lot more faithful to the difficulty of an actual NES game than, say, Shovel Knight. That's not a retvrn thing though, because I'm probably not going to complete this game unless I'm in the mood to bash my head against a wall. Also, it drives me nuts that this game has a dash move that you cannot use in the air (unless that's what the dash upgrade does) and that muscle memory caused a lot of deaths.

Still, while it's a bit sluggish, I did like seeing all the different enemy types, and there's a lot of secret (genuinely hidden) stuff to find if that's your thing. I assume the upgrades also make the game more tolerable over time, so it's not entirely unforgiving. It honestly makes me a bit surprised that this game has been so overlooked, but that seems to happen to a lot of freeware not available on a browser I suppose.

Do kids these days still have the chance to stumble on one-joke flash games that introduce them to 70s music staples? Is this a lost art form?

Okay so maybe I am stupid for not knowing that ZL shifts the camera to Toree's view until this game signposted it for me. Put me on the cross!

It's only one level, but it's solid Toree stuff and honestly more fun than any of the ice levels in the actual Toree 3D. I didn't unlock everything because I didn't want to keep playing it several more times (and sadly didn't get any of the minigames), but I'm definitely gonna come back to this during the holiday season.

I was going to include this as part of my review of the main game, but I feel I have enough to say to make its own separate review. For whatever reason the base game but especially this DLC has way too many cutscenes and dialogue that do not need to be there, and I'm sorry but I really could not handle the narration; I don't need something to break the illusion that I've been spending hours playing a bunch of games that are probably meant for kiddies anyways.

The levels themselves are also pretty uneven; the vertical cyberpunk level felt undercooked, especially given the lack of music, while in contrast the cowboy level was a little sprawling but much more enjoyable to explore and collect everything. The final stretch was decent and actually made the health bar worth something, though like in all these games with a final boss it ends with a bit of a thud. Overall it's a whiff, but at least Kiwi's got a new hat.

Even with eight years to make a proper follow-up to Kiwi 64, I'm surprised at how far Siactro has come since making that game. Kiwi's moveset is really versatile for exploring every level (though I wish the walljump was better tutorialized), and likewise the design of the levels is well-suited for exploring; maybe a little reliant on tokens and rings, but there's still plenty of little puzzles in each level.

I'd also say this is Siactro's best use of worldbuilding in any of their games; while levels are still disconnected from one another, there's a lot of thematic connectivity as a mystical lost island, with levels sharing temples and guardian robots not too distant from Castle in the Sky. (The lovely music also helps, styled after David Wise's more ambient pieces.) I didn't really mention the horror elements in the Toree games, since they felt more like creepypasta jumpscares, but there's a real eerieness that comes through in some these levels, especially the violet tombs of levels 5/6.

Compared to Macbat 64, most people consider this the superior game, and I largely agree that this is the more polished and substantial experience. Still, I did miss the fun little bits with other characters Macbat meets and the various platforming/game modes. By comparison this game feels a little emptier, which I suppose is appropriate given Kiwi is lost on a faraway island, but I think it could've used some more life. Either way, I'd say those two games as well as Toree 2 make a clear case for Siactro as one of the best retro-inspired game makers currently going, and I'm excited to play Toree Saturn once it's out.

Oh neat, my IGDB entry actually got accepted reasonably quick despite missing a lot of details. Guess I'll go add the rest of the early Siactro games I played tomorrow so I can properly log them.

As for this game, it's a pretty weak take on the Flappy Bird formula honestly. Instead of pressing a button to stay airborne it just moves you to a different side of the screen, but most of the time you can just stand still to avoid the laser anyways.

2022

Didn't really connect with this one sadly. Once again the audiovisuals impeccably match Siactro's intent (this time a mid-90s CG look that honestly felt most in company with 32-bit GBA games), but the platforming never got challenging enough to be interesting until the last couple of stages. Macbat 64 was also a cakewalk but that at least was designed around exploring the areas; I'm not asking for Jump King levels of vertical platforming but there's just not enough substance with what few gimmicks the game offers.

As a short tribute, it's done well enough. I found going after all the collectibles to be a lot more aggravating than the main Toree games, especially without any checkpoints. But speeding through the levels is still plenty fun, and I'm sure that's what was intended anyways.

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.

This was what gaming was all about.

This was actually a freeware blindspot for me, so I'm kinda glad SRG included it on their first mixtape even though everyone else buying this has probably already played it.

One of the early entries in the crazy controls/physics genre, and holds up a lot better than Happy Wheels or any games following in the wake of Surgeon Simulator. The design and artwork of the game gives it this great chaotic energy and it feels really satisfying go actually get a handle on driving around. Only 4 stars though because unbelievably you cannot honk the car horn.

No frills collection of "retro" platformers whose only connection is that they were all switch ports handled by Diplodocus Games. (They also developed Regina & Mac, which is also the worst game of the lot by a big margin.) You can get all of these games individually/digitally for a quarter of the price of this cart, so the only reason to get it is if you really want a physical copy of Macbat 64 and Toree 3D (and, uh, Keen Dreams).

I think the worst thing you could've done with this game is package them with Siactro's platformers as a direct comparison.

There's no greater warning sign than a game giving up and asking you to solve generic Picross or Lights Out puzzles.