(Note: I didn't log this one, but I've been playing it on and off) Eco-Creatures is a game that I personally could not get into. However, don't get me wrong, I recognize what it's trying to do and respect it for that.

My first issue, before talking about the gameplay, was about how the game is handling the topic of environmental degradation. It's handled in a way that tries to make it kid-friendly, but much of it is cliche even for kids. When I first played this, I was trying to see if it was some sort of commentary on our climate crisis, etc., and I went in expecting something serious. Either that, or a fun whimsical game. However, serious topics with a whimsical theme, doesn't always mesh well. At least at the outset, I found something very trite, and that seemed to not handle it's topics very well.

It's really the paradox of trying to make a game that encourages children to care for the environment and nature: make it too cliche, no one will take it seriously, make it too serious and it will diverge from it's kid-friendly aspect. The game is brave and trying something difficult here: which I have respect for.

This game tries an impossible balancing act, in that regard. The plot up to where I am at, is basically that this kingdom is industrializing, with these robots coming in to deforest the woods and the inhabitants of it. This could be riveting if it was handled with a bit of kid-friendly seriousness (see Pokemon Mystery Dungeon), but it ends up being a little too whimsical for it's own good, at least at the start. The exposition almost happened too fast, with us getting little information other than this simply titled "kingdom" coming to deforest everything and exhume smoke for literally who knows what reason. Then there were these carefree forest spirits that didn't have a care at all until these guys started attacking.

Unlike the Lorax, which I think also embodies the predicament of trying to teach environmental messages to kids, the game gives us very little on the motivations of the kingdom in deforesting at the beginning. It's far from nuanced. I found there was almost nothing at stake in the game other than saving the forest, which isn't a very good motivation. People need to feel somewhat emotionally attached, in order to care about the messages. The enemy and the hero's motivations, as far as I played, are too nebulous for people to be invested.

The story isn't the main part of the game however, and I was able to turn my mind off an experience the gameplay. I personally was not a fan. For one, the squirrel like creatures you summon have pretty terrible AI. They will do whatever-the-hell, even if you command them. It was like herding cats, basically. Many of the missions are rather tough, but not for good reason. It's made tough because, at the beginning, your character only has one attack that is hard to summon because of the UI. You have to switch "modes", between commanding the squirrel people and commanding your character, and it is really unwieldly to control. Also, your character has a really low health bar to start with, so you're going to keep dying and respawning at the start of the map. It adds to the difficulty of the game, which is a good thing, though. However, it feels unfairly so.

I'm really trying with this one.
Paradoxically, whenever I play a game, and am trying to really have fun with it, I find I end up looking way too hard for some sort of really fun mechanic that I'm missing, or how the game is actually doing something really mature or clever. This state of looking and concentrating really hard on a game, so you can isolate exactly what you like and don't like about it, is the trait of the critic and reviewer. It's definitely not a bad trait to have.

However, I went into this expecting something either whimsical or serious, when this game is trying to handle serious topics with a too whimsical attitude. It created a kind of cognitive dissonance as I was experiencing at least the beginning part of the story. I was trying to have fun, but I felt an obligation to take the environmental message seriously, and the game was trying to be whimsical, confusing me more. It doesn't have to be a mature war movie, but I think it should deal with it's topics with emotional weight from the outset. It shouldn't spoil anything, but it should also have some sort of stage-setting.

I have it as shelved, because I'm going to give it another chance. I'm also interested in it's sequel. I want to see how this game evolves from one installment to the next, there was simply a lot of things that made it unfun for me.

Personally did not enjoy it, but see why others did.

When I was a kid, "The Legendary Starfy" for the DS had to be my favorite platformer and one of my favorite games ever. I have yet to review it here, though, which I will change shortly.

Everything about the unique music, atmosphere and surprisingly affecting story just blew me away.

It was only later that I learned that it was the fifth game in a long running series of platformers known as "Densetsu no Stafy". I had a mix of excitement that there was more to experience, and a feelings of indignance towards the fact that we were never treated to the rest of this series over here.

Now, as an adult equipped with a fancy ol' GBA, I can finally experience another Starfy game.

The first thing that stuck out to me was that the unique sounds of the music, and the absolute charm of the world, was still there. I'm amazed at how the series has kept much of it's identity throughout it's five installments. This one is just as surreal as the others too, with penguins with whips, a fish who looks like Frank Sinatra, and whatnot.

There is just an indefinable feeling to each of the Starfy games that is unique. There is something mysterious, almost nostalgic about it. I keep harping on the music (no pun intended) but man does it add to this vibe. I can't really explain it. It's just like a carefree summer day exploring nature as a kid.

It is also kinda carefree in other aspects, not just in aesthetics. In terms of gameplay, some may say that the game is on the easy side. I would agree, but I don't think this hinders the game at all. I still had a sense of progression. New mechanics were thrown in often, new moves. Also these weird pogo/horse/sheep segments (this'll make sense when you experience the game, I promise.)

Adding Starfy's sister, Stappie (at least that's her name in the walkthrough on gamefaqs) was a really nice move. I kind of feel like platformers can get almost egotistical at points. Many platformers don't stress much teamwork. This one has you switching between Starfy and his sister in these really neat segments where you have to play of each strengths in order to progress. Each one has different moves that only they can use to reach certain areas. It mixed up the gameplay just enough to where it never got tiring.

Despite me calling it carefree earlier, it is a game with plenty of dark aspects and conflict. It's not a game without loss, and I'll leave you to decipher that when you play it.

Now I played it entirely in Japanese, so I didn't follow the plot completely, but I could tell just enough of what was happening. However, like other reviewers have said, playing it in a language you are familiar with DOES really enhance your experience of the story. They also give clues in dialogue which you can't distinguish if you can't read them.

One last thing, there is also a cameo of a character from a game I just beat. It was awesome to see them do a homage to that character and his games. Once again, I won't spoil anything just incase people don't know.

Overall, highly recommend to those wanting an easy but interesting, surprisingly emotional and aesthetically charming platformer with unique mechanics.


Cosmic Osmo is a game I have marked as played, because for one I would feel weird saying I completed the game after my game time clocking in at about 2 and a half hours, and two for the fact that you can't really beat this game.

I first got curious about it after reading somewhere that the creator of Garage: Bad Dream Adventure apparently was influenced by it.

I admit, I don't know about the history of videogames to point to this being one of the first games that are more experiences rather than goals. Although I have yet to play it, I imagine the The Manhole, which was released before this game and by the same developer, might be more worthy of that mantel.

It's a game that really disorients your sense of space, something they had to have taken from Alice and Wonderland. Like Alice, Osmo is constantly growing big or small, randomly fitting through tiny spaces without explanation. A painting turns into a hallway that turns into a government office.

Everything is drawn in a simple, stylized, yet detailed way. The fact that it's in monochrome doesn't detract from the experience at all. It ignites your imagination.

TLDR: Cosmic Osmo is a bit of an oddball game. It's one of the early games without goals, more focused on exploration. It is heavy stylized and witty, reminding me of a sunday morning newspaper comic, with a touch of surrealism. It will surely entertain anyone willing to give a try to something unexpected. Being only 6 dollars, at most, on Steam (and it's currently marked down as of the 2023 Summer Sale), it won't hurt to try it. Our shapeshifting Osmo with an odd sense of humor might reignite your sense of discovery.

It's pretty wonderful, but I couldn't find myself interested in the post-game. Still, a picturesque world to explore with amazing, orchestral music and a weird half steampunk, half high fantasy aesthetic. Animal Crossing as an action rpg is an idea I would be happy for any day of the week. It would be fun to play online, as was intended for this game (I think, because didn't they make it into an MMO of sorts?) Still a blast to play single player. Breezy and lightweight, but considering that the story is about 10 hours, and I know people who have put at least 200 hours into the game as a whole, I would wager that this is an RPG that you can dedicate yourself to for however long you feel comfortable or invested.