Bio
Bi leftist bat monster that makes weird art and music then puts it on the Internet. I like most kinds of video games and try to approach each game on its own terms. I don't keep track of play sessions.

Looking for strange and unique games? Check out my Recommended Oddities list here on Backloggd!

I keep adding all those gay furry visual novels to IGDB.

5 STARS: LOVE
4 STARS: FAVE
3 STARS: YEAH
2 STARS: OKAY
1 STAR: NOPE
Personal Ratings
1★
5★

Badges


GOTY '23

Participated in the 2023 Game of the Year Event

Pinged

Mentioned by another user

Donor

Liked 50+ reviews / lists

Trend Setter

Gained 50+ followers

GOTY '22

Participated in the 2022 Game of the Year Event

Liked

Gained 10+ total review likes

Listed

Created 10+ public lists

Popular

Gained 15+ followers

Best Friends

Become mutual friends with at least 3 others

Roadtrip

Voted for at least 3 features on the roadmap

Organized

Created a list folder with 5+ lists

Shreked

Found the secret ogre page

3 Years of Service

Being part of the Backloggd community for 3 years

Epic Gamer

Played 1000+ games

GOTY '21

Participated in the 2021 Game of the Year Event

GOTY '20

Participated in the 2020 Game of the Year Event

Elite Gamer

Played 500+ games

Gamer

Played 250+ games

N00b

Played 100+ games

Noticed

Gained 3+ followers

Favorite Games

Hypnospace Outlaw
Hypnospace Outlaw
OpenRCT2
OpenRCT2
Final Fantasy VII
Final Fantasy VII
Echo
Echo
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild

1491

Total Games Played

000

Played in 2024

242

Games Backloggd


Recently Reviewed See More

 Triverske's Ultimate Arena is a slightly more complex take on BrantSteele's Hunger Games Simulator that lets players drop CPU characters onto a large overhead map in a battle to the death. Players can customize characters' icons and sprites as well as their stats, and characters can also have custom lines of text associated with any given action that shows up in the event feed. Maps can be randomly generated or custom-made. While the AI fights, players can view both 2D and 3D versions of the map, as well as take more direct actions—placing mines or care packages, moving fighters around, killing them off, or even causing causing arena-wide "events" (also customizable). Aside from that, the game mostly plays itself. That's something that can be a little controversial for capital G gamers, but it's a feature I find some games—this included—bringing merit to.

 One of the major draws of Ultimate Arena over any of the free web browser takes on this idea is the Steam Workshop. From the screenshots to the trailer, it's clear that the intended way to play is to download a lot of user-made content. You can, after all, put hundreds of these guys on a single map. There's a massive pile of user-made content to browse through, and for a niche game from 2016, it's impressive that it still gets people uploading to the Workshop in 2023. Speaking of 2016, though, much of its official branding and default character database are very of their time. There are plenty of important historical figures in the list, but there's a skew towards then-contemporary topics like the 2016 election candidates... and PewDiePie.

 I personally got the most enjoyment out of Ultimate Arena by using it as an excuse to custom-make little pixel dolls of my favorite visual novel characters and watch as they tripped into landmines and bashed each other's heads in with rocks. So as a jumping-off point for being a creative tool, I do enjoy Ultimate Arena, even if I spend more time making the custom content than actually running simulations. Hell, the first thing I did was delete all of the cringy default characters—I haven't even downloaded any from the workshop because I like the game more when the spritework on the 3D map is consistent. I tried downloading maps, but the majority of them are an "older" kind of map file from the game's early history that just doesn't work anymore.

 Some elements leave me wanting something a little more complex and cleaner around the edges, though. For example, CPUs largely appear to ignore terrain height—the only "real" thing about the map—and can scale sheer walls. Characters have various needs that they need to maintain, like hunger or thirst. These are replenished when they hunt, but it would be nice if maps could be customized to make specific spots more or less amenable to fixing up various needs, which would make character movement more interesting than mostly "wandering towards the center" (unfortunately the map editor never made it out of beta). Another need is "sanity," which slowly depletes but doesn't seem to be tied to any of the stats a player can set on their character. The character creator itself has a few bugs associated with it—sprites need re-added every time an adjustment is made, or else an extra set of the outermost pixels of the sprite are applied around the edges. Characters are unable to have different left-facing and right-facing sprites. Character names are limited by the length of the input box and editor access is forbidden while fullscreen. Characters can have they/them pronouns but due to the uniform way scripting is handled between genders, you get awkward phrasings like "they is" and "they has." It's a lot of little nitpicks (and for what it's worth, the game's source code is available to those who purchase so I could theoretically fix it myself if I was a brain-genius), but it does make me wish that this microgenre of "Hunger Games simulators" took off just a little bit more, or lasted just a little bit longer. Maybe in the future, we'll get something a bit more fully-fledged from people who grew up on these and remember them fondly. For now, though, I can appreciate Ultimate Arena on its own merits.

 Not the worst table in the Zaccaria collection, but a brutal and frustrating one not helped by the developer's choice to set the Wizard Score challenge to 1.5M. The primary goal of the table is to knock down the ten numbered targets in the top half three times, enabling the flashing red special—acquired by then striking the moving target in the center. However, this barely nets any points compared to striking the bonus multiplier targets on the left and sending the ball around laps (mostly right to left) for extra credits. Once the achievements for targets, bumpers, and the red special are acquired, the top half of the table falls out of favor entirely.

 Additionally, the table loves sending the ball right down the center. A magnet hole on the right will shoot the ball towards the center at a random velocity, often picking the space between the flippers. The magnet hole can't be avoided entirely, though—it's where extra credits are earned once the ball has done enough laps. That's right, the thing that grants you extra balls loves to take them, too. The center target and outer track love doing this on occasion as well. And because it's a table from the '70s, there's no ball saver at start. It all adds up to a table that feels incredibly unbalanced and more luck-driven than skill-based.

 A Fisherman's Tale is cute. It has some fun little visual tricks, it looks nice, and the puzzles are okay if a little repetitive in their solutions. My fun was kind of spoiled, though—even though I turned hints off in the settings, dialog would constantly tell me exactly what to do instead of letting me solve the puzzles at my own pace. Voice lines would also repeat way too frequently, grating on my nerves. I also found the final puzzle of the game to be particularly janky in comparison to the others.