Lots of Siactro's games have horror elements to them, so it's interesting to see one of their projects just be a straight short horror story. You never feel like you're actually in danger of dying, but it's still an effective and moody experience.

Even after Kiwi 64, Siactro hadn't settled on their current retro aesthetic, so Shootinator takes the same synthwave approach as Unicorn Senpai Slap. Even for a game jam entry, this one feels pretty one-note mechanically.

I wonder if those space ships were reused for Toree 2.

Outside of Kiwi 64, this and Salt Meat Factory were Siactro's two most popular games with streamers, which is why this unicorn pops up a lot in Siactro's games.

Part of the canon of browser games about slapping along with Spank the Monkey (2002) and the Rose & Camelia series.

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.

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.

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.