well then

So my critiques from the Painful - Definitive Edition still apply here. Gamefeel in combat is kinda weird. I'd argue a bit less so, but it's still there.

Unlike with Painful, I do think this is the best version of the game to play. While Painful mostly saw changes in the fluff, stuff like party member interactions and whatnot, Joyful has received a few small mechanical changes that drastically alter the quality of the game's combat.

The new warlord abilities are excellent. Chef's kiss. Not all of them are of equal use, but they allow Buddy to better act as a solo party member and are good enough that you could actually do a Joyless run of the game, which was previously considered the incorrect way to play and an absolute slog if you tried. Now? I kinda love doing this game Joyless. It's way more fun than I was expecting and you're going to need to do it Joyless to access the new content.

I guess they called it a "sidequest." That's a term for it. My first major issue with LISA: The Joyful - Definitive Edition is that the new content is INCREDIBLY DIFFICULT TO FIND. I mean, sure, we live in the era of just looking shit up on the internet, but this is a whole other level. You're forced to solve an incredibly esoteric series of puzzles, some of which require you to have prior knowledge of LISA: The First and the secret content in LISA: The Painful - Definitive Edition. LISA: The First isn't included in the Definitive Edition, so some players will just have absolutely no idea where to even begin.

But to swing back to complimenting the game, I do think the new content is very good. Same as with Painful. It feels more focused than the original, tying together much more nicely both with the overall story of LISA and the new content in Painful. It goes in a few bold directions that I'll admit I'm not entirely a fan of. Without spoiling, there is a specific line that is meant to highlight a character's immaturity and cowardice that ended up taking me out of the experience. Even so, I think the broad strokes are incredibly well done. Fortune favors the bold.

The problem is that if you don't seek out any of this additional content, the story of Joyful is identical to the original. It still feels unfocused trying to resolve the unanswered questions of the original and concluding the arcs of several major characters. This wouldn't be such a problem were the new content easier to find, but for the majority of players who want to go in blind, they're going to be playing through the same, incredibly flawed story that the original had, just with better gameplay. Maybe that's enough for some people, but I wish it weren't so.

This is definitely a better game than the original LISA: The Joyful, and I would consider this game great, but it isn't a masterpiece even with the changes. And if you don't know where to look to get the meat of the content, then you'll end up with a worse experience.

Now I am done with LISA.

For now.

zzz

really fun and i wish modern mario kart had a "double dash mode" and we could bring back some of these awesome combo items but holy shit if you're trying to 100% this game the ai cheats like a bastard

goes BEYOND rubberbanding and into the territory of like, outrunning chain chomps and red shells or getting a starting boost faster than a double dash boost in co-op

which is worse because if the ai racers end up in 1st and you given them like, five seconds, you will never get first unless you REALLY luck into a good item like golden mushroom with the toads

still, a fantastic game with tight controls and (mostly) banger courses

interesting playing a couple mario karts in a row and you notice the little things

first of all, fuck manual mode drifting. the drift in wii feels so wrong and you can get by without mini-turbos. don't even bother, honestly.

the game in general feels a lot looser? no more problems like in double dash where an ai will lock themselves in first place, the turns are a lot wider (unless you're in manual, fml) and all the items let you more easily recover from bad positions.

but uh, about those items, they kinda suck? not because they aren't effective, but because wii has successfully created the opposite problem of double dash. now that everyone can easily recover from last place to jet back into first, being in first place is INCREDIBLY tenuous. the blue shell, lightning, the pow block, star, giant mushroom, and the goddamn bullet bill are game derailing items. if you're playing casually its not particularly fun to get bombarded over and over, but its just something you come to accept. if you're trying to, let's say, get unlocks, it is murderously annoying to do well and end up botching it at the last second due to circumstances that are objectively not in your control.

choices, choices. do i prefer the game where i can easily win back my position, but just as easily lose it? or the one where if i start losing i'll most certainly keep losing? to be honest, the experience with both is very similar, though i'll admit my biases and say that being given the taste of victory before losing it tends to sting more.

but i think the real lynchpin here is multiplayer. playing mario kart wii with friends replicates the same issues that single player has. you can do very well but have your position fucked by a chain of game derailing items.

but in double dash? not so simple. the problem with THAT game is that the ai will deliberately cheat you. if you're doing a simple versus mode with friends? they're just as prone to error as you are. at that point, it really is just a matter of skill. not to say that game is devoid of powerful items that can derail your position, that's the spice. mario kart wii just has... far too much spice. double dash though? the fact that your spiciest items are dependant moreso on your choice of racers makes it a lot more interesting.

also, im annoyed at how the time trial unlocks do not have definitive times for unlocking the fast staff ghosts, and i wish you got your time trial unlocks right when you met the conditions as opposed to going back to the title screen and re-entering your profile. that's more of a nitpick, but it bugged me. (also the fact that the message for unlocking fast staff ghosts is not clearly indicated to you in the same way unlocks are)

i'll end with a bit of praise, i think the game feels amazing to play if you manage to really figure out the controls. using bikes may be overpowered, but landing tricks and doing wheelies consistently is a wonderful feeling and rainbow road is one of my favorite tracks in wii despite the difficulty for just how exhilarating it feels to play.

so yeah, mario kart wii is fun, feels good to play for the most part, and i wouldnt mind playing with friends, but double dash is superior as a multiplayer experience and i prefer the strategic value of character choice in that game. both are comparably frustrating as completionist experiences, but double dash ultimately edges out wii for the aforementioned reasons.

(edit: I WILL SAY THOUGH that wii definitely has more consistently banger courses. coconut mall alone sweeps the best tracks in double dash imo, and its flanked by several other amazing courses like maple treeway and koopa cape)

its like getting a root canal at a very nice office with pleasant music and a dentist who you're pretty sure has your best interests at heart but you fear they may be sadistic

the pathfinding ai for the pikmin sucks!!!!

you'll have to forgive me for lying a bit by putting "mastered" here, i didn't do super luigi galaxy because i love this game but not enough to do the whole game again a second time in a row

anyways i love this game despite the hiccups, and i think most people already know it slaps. gameplay is great, atmosphere is great, music is great, rest in peace to whoever wrote the story since he clearly got shot to death by miyamoto after giving rosalina a backstory

so instead im gonna rank the bosses (based on prosafia gaming's video i guess)! enjoy:

21) mandibug stack: this is not a boss, get outta here

20) topmaniac #2: this one is identical to the first one but it happens in the literal penultimate galaxy so i hate it

19) baron brrr: of all the things to make a boss of, why these enemies?? idk

18) topmaniac #1: uhhhh

17) bugaboom: kinda lame and really easy

16) tarantox: i forgot this was a boss

15) undergrunt gunner #2: undergrunt gunner (this one is worse because it made me use spring mario)

14) undergrunt gunner #1 and #3: undergrunt gunner

13) kamella #2: doesn't feel rehashed like some of the other bosses but the new setting doesnt do much to make this boss any harder

12) major burrows: pretty easy but neat. i got scared by him trying to claw at you as a kid.

11) kamella #1: pretty fun for the part of the game you fight her in. im not sure why she wasnt the one that sent mario flying in the intro though

10) dino piranha: good first boss. easy but it's a nice introduction

9) king kaliente #1: slaps

8) king kaliente #2: a good evolution of the first fight but really weird as a grand star battle. still, its a good fight.

7) bowser jr.: why do you fight him second, i don get it

6) bowser #1 and #2: these fights feel the same, they're both good

5) megaleg: ok this one is easy but the spectacle and the music really save it

4) fiery dino piranha: actually not a rehash. it's cool to fight a souped up version of the first boss that's legitimately challenging

3) bowser #3: really good finale but i wish the final phase took three hits instead of two so i could hear the theme longer. its always sad when its over too fast

2) bouldergeist: this boss is so cool!!! the daredevil variant is honestly pretty tricky if you arent careful, and the normal variant is just hard enough for where its placed in the game

1) kingfin: absolute peak. love this terrifying bastard. this has the stage presence of megaleg with more difficulty to match. easily my favorite.

0) bubble blast galaxy

you'll have to forgive me for lying a bit by putting "mastered" here, there is no way to master this game. it just breaks you until you just wanna stop playing

anyways i have a hard time loving this game despite the positives, and i think most people already know it has problems. gameplay is great, atmosphere is, music is amazing, rest in peace to whoever wrote the first game's story since he clearly got shot to death by miyamoto after giving rosalina a backstory

so instead im gonna rank the bosses (based on prosafia gaming's video i guess)! enjoy:

17) mandibug stack: fucking why

16) bowser #3: okay so the first phase is fine but the true final battle is so insulting that i can't rank this highly at all. are you fucking kidding me? you're gonna make one of the greatest final boss tracks play during THIS fight? holy hell what a letdown

15) squizzard: this boss isnt technically as bad as some of the others but im legitimately offended they gave THIS boss the daredevil comet. it's pathetically easy and has really lame animations. what the fuck is a squizzard, dude

14) sorbetti: zzzzz

13) bugaboom: this is one of the more unusual choices for "bosses we really gotta bring back." it's basically the same fight idk

12) gobblegut: Ohhhhh, Gobblegut... Dinner's on! Don't forget to protect your bellyache bulges!

11) rollodillo: weirdly this boss is a lot harder to hit the first time and then after that its really really easy. weird, but i like using the rock mushroom

10) peewee piranha: basically the same as dino piranha despite the differences? i guess its fine

9) fire gobblegut: unlike fiery dino piranha this recolor mostly just makes the boss more confusing. it's fine, though, and is definitely more difficult

8) prince pikante: a cute reference to the first game. real easy, though, especially for taking place this late into the game

7) whomp king: this one's a cute reference to super mario 64. simple by design, it's perfectly functional as a boss, even if its real late into the game

6) giga lakitu: not difficult but aiming the shells can be a little tricky. i like the drum beat he does when doing the lightning attack

5) glamdozer: psyching this boss out is actually pretty fun. just a good, solid boss fight

4) digga leg: fun little callback to the first game. nowhere near as cool, but its lots of fun for an early game boss

3) bowser jr.'s boomsday machine: this is the megaleg of galaxy 2. the tank reveal is still awesome even after all these years

2) bowser #1 and #2: i actually like these a bit more than the bowser fights in 1. wasn't expecting that.

1) megahammer: the absolute PEAK of this game. amazing ost and boss design. i only wish the fight could've lasted longer. this shit's so cool

0) bubble blast galaxy (is not in this game)

i havent played this one recently but i did play it a long while ago and since im currently playing the remake of the game i wanted to give my 2 cents on the original

one of the earlier games that really went all in on the "meta" stuff, and i think the feeling of holding a small, fragile world in your hands is conveyed incredibly well by the literal "oneshot" nature of the game. i don't think another game has quite gotten this same level of ludonarrative resonance, probably because having such dire consequences for quitting the game is a potentially alienating creative choice. however, i think it works beautifully in this game.

i'm a bit sad that this isn't carried over into the remake, but i also understand why you can't really do that if you're selling it for 10 dollars USD.

the game's got just enough worldbuilding for oneshot's setting to stay with me and the characters are fleshed out just enough for their purpose. the defining character, of course, being niko. he's an incredibly lovable little fella and you feel bad for the poor kid with how much of a burden he's carrying.

the puzzles vary between typical adventure game style item crafting and the unusual meta puzzles that for its time are pretty cool and interesting.

all in all, the game is a fairly short but very powerful experience. i won't spoil the final choice of the game, but even though i knew which one i felt was right to choose very quickly, it was still one of the hardest choices in a game i've ever had to make.

This review contains spoilers

"Everybody lives, Rose! Just this once... everybody lives!"

there's a bit of fun to be had here, and it's not exactly pricey, but it doesn't capture the same kind of manic energy that vampire survivors did, and runs get kinda stale quickly.

ironically, part of why it isn't as good is BECAUSE its less automated. i think with vampire survivors there's a satisfaction in being able to just build your character high enough that they can literally stand still and screen wipe enemies. in 20 minutes, you basically always need to be firing. it's more difficult, for sure, but it doesn't have the same kind of payoff.

so im left wanting, is all. oh well.

This review contains spoilers

this is the most difficult negative review i've given.

it's so hard to say that i think this game is kind of mediocre, because so, so, SO much of it is worth your time that i think its worth people looking at regardless of quality.

i'll try to be clinical about this one, but first ill address the issue i have with the game that is sort of the root of many disappointments i have with the game: the hook.

it's not fair. i know it's not fair to judge a game for what it isn't rather than what it is. i know i wanted the game to be about you killing people and serving them as hamburgers because that's what the end of the demo implied. i know i wanted to see a story that was ABOUT keeping these horrible things from your three co-workers and the guilt that tore you up inside over it. the warioware sensibilities themselves would be almost a cruel mockery of what you did. the world stays twee and quirky despite the horrible thing you did.

but it wasn't about that. frankly, i don't think it was about anything.

right, clinical.

This game is exceptional in quite a few areas, and nearly all of them involve the game's audiovisual presentation.

The soundtrack, done by Andy himself along with nelward, the Gyms, Joe Aquiare, Barchboi and lizzy are all fantastic. Despite the wide range of composers, none of them ever felt out of place in any given situation. They all fit the surreal and absurd world of Knuckle Sandwich like a glove.

The visual style, the graphics, everything is presented with such candy-coated sweetness that even remembering some of the game's more questionable sections, I also remember how visually captivating the game's battle UI is, or the silly clay animations whenever you find a goblin, or even just the random, rainbow colored NPCs that speak gibberish to you. So much of this game is so, so wonderful to experience in the moment.

The game's combat centers around microgames, timed attacks, and timed dodges. I think the game succeeds at approximately 85-90% of the microgames, while the attack and dodge system never felt wrong to me. The game continually spices up the basic attack command through three different variants, all of which felt very satisfying to pull off (I got a x28 combo with the circle attack. Thank you, Hatsune Miku, for training me). The timed dodges, too, never felt non-intuitive. The moment I figured out an enemy's tell, I could always dodge their basic attacks.

ah

i really don't want to keep going

i really wish i could just stop and leave it there

it'd be so easy

but

There are two pillars of problems with Knuckle Sandwich as a game. That being its game design and its story.

Knuckle Sandwich's game design issues are cumulative in nature. A lot of small issues coagulating into major problems that make the gamefeel incredibly unusual. I'll list them here:

- Stat values feel almost entirely meaningless with the exception of your speed. This is the root of many of the game's issues regarding gamefeel.
- Buffing and debuffing skills, for the very few that exist, barely make any impact as a result.
- There is no skill that allows you to lower an enemy's Defense. This is a problem because of a point I will address later.
- There is no consistent curve of enemy Defense values, which means your attacks will rapidly oscillate between doing 20 damage to one enemy and then doing 1 damage to the next.
- There are never any shops when you actually need shops. I accumulated vast amounts of Fortune Rocks and rarely ever used them.
- The inventory system is genuinely abysmal. Each party member is given eight slots. The items that take up space include consumables, equipment, and key items.
- Armor and Weapons rarely make a significant difference in combat.
- Boss fights are more or less scripted encounters where the boss exhausts all of their dialogue and either reduces their Defense value drastically, or they remove the RPG elements entirely and just have the fight be a completely different game.
- Even in boss fights without these scripted elements, they are oftentimes meat sponges that will take upwards to fifteen turns to beat. This, to me, is unacceptable.
- The damage dealt by your special moves is oftentimes worse than your standard attack. Even if you perfect the microgame, you can easily outdo the damage without the EP cost by doing your timed attack.
- The defend action only recovers a single point of EP. This is completely worthless and only serves to waste an action.
- The only healing skill in the game heals 11 HP. This is almost completely worthless.
- Once you acquire all three party members, you cannot swap them out in combat if your party member has fallen. This, to me, defeats the point of that system.
- I only got one skill that afflicts a status effect. It never afflicted it once.
- Status effects feel meaningless when applied to enemies.

All of these issues are either the root of an issue or are the resulting issue. Even the novelty of new microgames with every fight wears thin when every fight feels at least two turns too long and there are so few skills I can use to meaningfully accelerate the rate of combat. It's hard to prepare for any given fight because there's so few equipment, and what equipment does exist barely makes a difference. I don't even want to use skills because the damage they do barely means anything, and there's a decent chance that doing high damage barely even matters in a boss fight anyways.

Perhaps it is a commentary on my lack of agency in the story. Let's talk about what the story actually is.

The game's hook, as I mentioned before, is perfect. After arriving in Bright City and going on a gameshow in an attempt to find a job, you are completely unqualified for anything and are forced to go elsewhere. You end up going to Gorilla Burger, a terrible fast food joint. At the end of the night, you're attacked by a knife-wielding gangster while taking out the trash, and you end up killing him. After the game's surrealism, this was a lurch. Even more of a lurch is when your boss witnesses a murder, and decides the best course of action is to cook him. It ends with him patenting this horrific act of cannibalism as the world's first...

Knuckle Sandwich.

It's flawless. It's immaculate. It doesn't come up again until the last hour of the game.

The actual story is that Bright City is in danger due to some sort of Anomaly. It's causing the world to go out of whack, and you need to figure out who's causing it. The problem is that a lot of people think that you're the Anomaly, and are trying to get rid of you as a result. There's also a group called the Brightfangs who have their own agenda. It's fairly self-evident early on that they are extremists working towards an ultimately positive end, and the people you and your co-workers ostensibly trust are actually not very trustworthy.

Oh, right. You deliver some food to a stupid billionaire named Mr. Apricot. He's useless, but you assume he's just some guy. There's also someone named Xander. He's a justice cop. He dies and was a stooge of the real villain, the gameshow host. He's the twist villain who is pulling the strings. Except it's actually his assistant, Prima. She's the real twist villain.

Throughout being pulled and crammed through all of these situations, there's barely a sense of friendship forming between you and your party members. This isn't an RPG where you get a character sidequest with your three co-workers that gives you some insight into them. They just exist alongside you. When the game killed them after revealing the second twist villain, I didn't feel much of anything. It was surprising, I suppose, but I knew they wouldn't commit to it. They didn't.

(Edit: There are apparently secret scenes that you get through means that are not intuitive to me and involve friendship variables. I saw the scene with Echo on YouTube. It was cute. It probably would've helped me feel a bit more for the characters. I wish they weren't so obscured.)

The point I'm getting at here is that none of this means anything. Nothing is ever developed to a satisfying conclusion. The final conclusion to the game is going back in time before the game began in order to rectify you killing the guy at the beginning and killing the Anomaly, the Tiny Baby, before it can do anything (also, the boss at Gorilla Burger had an arrangement with the gangster to kill employees and turn them into food beforehand. So it's not like the "world's first knuckle sandwich" was actually the world's first. He's been doing this the whole time to feed those rainbow colored NPCs. They're mutants, by the way. That was an okay twist that didn't amount to much).

Busdriver (the guy who occasionally pops in and goes "wow that's crazy anyways im working on goblins right now and spirit cells) helps you out at the very end and apologizes to you for ruining your life and dragging you through all of this. You're finally given the choice to either forgive him or not to forgive him, and then you can choose whether to stay in Bright City or work as his partner.

None of this means anything.

Your lack of agency in the plot is felt throughout the game in ways I would consider unintentional, and it is never directly addressed until the last minute of the game. I desperately wanted a moment where the protagonist acknowledged the ridiculousness of the plot and being shunted from place to place without any rhyme or reason. Even a brief moment of rebellion would've made it clear what a nightmare the experience was and would've given it more weight. The protagonist never did.

If the game was about overconsumption and capitalism, it failed at that, too. There was a brief flicker of hope when Prima, the second twist villain, casually asked for backup after the Anomaly escapes, and your party member asks "who's responsible for this," which she's been trying to figure out the entire game. Prima, at first, addresses the fact that there is no "one person" responsible for this. You think for a moment that she's pointing out that there is no "final boss of capitalism." It's a system. That might've saved it for me. But no. Prima is responsible for this. It's just her. She's the CEO of Capitalism, actually.

I'm still thinking about the hook.

Maybe it's actually fair to criticize the game for that hook. It had gold on a platter, showed it to me, then tossed it out in favor of semi-coherent surreal shenanigans. It's less of a "criticizing the game for what it isn't." That's more akin to watching a horror film and complaining it isn't funny enough. The film is about horror. Unless it makes itself known as a horror comedy, you can't really get mad that it isn't funny.

But attempting to be funny and failing in a horror movie would be perfectly reasonable grounds for criticizing it for that, in the same way introducing horror into a comedic game can be done poorly. If the horror is barely developed, either failing to be integrated into the game's comedy or failing to transform into its own, terrifying monster, then it fails.

You shouldn't have introduced it to begin with.

well

im gonna lie down. this was miserable. it's hard to convey how sullen this whole experience has made me.

sorry, andrew brophy

maybe next time

gameplay that's designed in such a way so that your best defensive options are jumping repeatedly like you have springs in your legs

the epitome of "barebones, but fun," since most of the game is a rock-paper-scissors system with hard counters. it's like a couple steps above an idle game, but its not bad at all! i like setting landmines down and watching platoons of vikings eat shit and die

the only real shakeups usually happen if i'm playing on a flat island, i get attacked on three or more fronts, or if there are elite archers (seriously i hate those guys)

had a lot of fun playing this while my toddler brother was dazzled by the wonder effects.

2D Mario is the sort of thing that is very much "if it ain't broke, don't fix it" but that's led to a lot of stagnation over the years. we haven't had a 2D Mario game that wasn't "new" since like... 2006?

anyways, this game isn't the revolutionary 2D Mario that discards conventions and does something crazy like giving Mario a glock, but it absolutely breathes new life into this genre of Mario game, primarily through the wonder effects.

these soft power-ups/environmental fucker-uppers help each level stand out more than they would otherwise. lots of music-themed effects, too, which tended to be my favorites. i also quite liked the shadow mario and weird elongation effects.

the only area where the game really sags is the boss fights. aside from the final boss being pretty good, everything else is either bowser jr. or an airship detonation. the latter of which i could probably do with my eyes closed, and the former just being kind of mediocre. i didn't mind the deep magma bog fight, though.

but these are small potatoes. i had a really good time! i hope subsequent 2D Mario games aren't afraid to break even further outside of conventions.

This review contains spoilers

-me perusing through my steam library of 400+ games and stumbling across crypt of the necrodancer-

"oh hey! i remember this game. i played it like, way back in 2016 and i just kinda stopped. i wonder why i bounced off of it?"

-10 hours later-

"oh. that's why."

i'll admit that i didn't get very far on my earliest runs of the game. i'm not the best at video games now and that fact was doubly true back when i first played crypt of the necrodancer. its the sort of game that is simultaneously very easy to pick up and very easy to put down.

i'll get the parts i do like out of the way. it's got a great soundtrack, of course, and a number of the characters are actually quite fun to play. the zones get kinda samey but enemy behavior is varied enough that it never gets too repetitive

at least if you're doing well.

part of why i bounced off this game twice before actually completing the game was because losing in this game is miserable. you don't have to start all over from zone 1 (by default, anyways) but the experience of losing repeatedly means hearing the same songs with the same repetitive motions with the same enemies that just keep killing you because you keep putting yourself in bad positions.

it gets dull. really, really dull.

it's not just a "im bad at the game" thing. other rogue-likes with semi-complex gameplay loops like this one don't tend to make me feel bored in the same way, and i think it has to do with the core concept.

see, crypt of the necrodancer is a "rhythm game/dungeon crawler." all of your actions, which would normally be the dungeon crawling, are forced to follow the song's bpm. it's a novel concept, and one that got me interested in the game to begin with.

the thing is, i feel like the game designers spent a lot more time designing the "dungeon crawler" part than the "rhythm game" part. most of the difficulty emerges as a result of an enemy's specific design as opposed to how hard it is to hit notes. for most characters, you don't even need to hit all the notes unless you want to keep your money multiplier.

there are a couple instances where the rhythm element is focused on. that being bolt/coda, king conga, and the tempo up/down buttons, but all of these examples are sparse.

tempo up/down is basically just forcing you to either move faster or slower, either giving you less time to react or more time to react.

king conga is the only song in the game where the beats are not perfectly and evenly spaced out. i really, really wish more songs utilized something like this

bolt/coda is basically a living hyper tempo up button. you hit twice as many beats as normal. all this serves to do is to remove the strategic element of the game and forces you to act on impulse unless you're a top tier player of the game. i don't think most people are, frankly.

that's mostly it. most songs in the game have their notes be perfectly and evenly spaced out from one another. most runs are just mindlessly tap, tap, tapping to the rhythm. the only variation is in the songs themselves.

frankly, i think this is a wasted opportunity. give the actual rhythm part some significance! having more songs playing in different time signatures would go a long way to making the gameplay feel less monotonous. have it be so that maintaining your rhythm rewards you with more damage rather than just a coin multiplier.

but this is mostly why the game would be a soft 3/5 stars as opposed to a more solid 4. because the game, as is, is mostly solid. so why am i rating this 2 stars?

Enter: Aria

i cannot fathom Aria. in what world do you design a roguelike's story mode and have Aria be a required character to beat the main story? Imagine playing The Binding of Isaac and in order to see all of the main story content you have to play as Isaac, then Judas, then THE LOST and you can't finish the story unless you beat the game with all three characters. it's not impossible but why the hell would you gatekeep the last third of the story behind one of the hardest characters in the game?

i grit my teeth playing as Aria. it was baffling to me already but i powered through it and assumed it'd get easier as it went along. it did, to an extent. going from Zone 4 to Zone 1 meant that the difficulty waned a bit over time.

unfortunately, there was little I could do to prepare for the fight with the Golden Lute.

genuinely one of the worst final bosses i've ever had the displeasure of facing. Cadence and Melody had fights against the Necrodancer himself. while not ridiculously easy, it was the sort of difficulty i could practice my way out of.

The Golden Lute is not so simple. I practiced that fight over a hundred times and could only win a quarter of them, even when I knew what I was supposed to do. let's just ignore the fact that the best way to fight the Golden Lute is by playing the fight in the most boring way possible. y'know, once again having to do the monotonous "tap, tap, tapping" against a bounce pad so the boss happens to land next to me because Aria dies if you miss a note and thus normally you have to constantly move.

again, let's ignore that.

the boss's erratic movement patterns, the fact that most of your runs are dependent on a green skeleton knight not spawning in, and the esoteric method to actually landing a critical hit on the boss makes the entire fight a long, ridiculous chore. let's not forget that you have to complete the fight after a whole zone's worth of enemies while playing as the second-most fragile character in the game. but even when playing as a less fragile character the fight is only marginally less cumbersome.

also, whose idea was it to make the final boss move like a BAT

the dam broke when i fought the golden lute. all at once i had the thought of "why the fuck am i even doing any of this?" i was having mild fun, but the game spat in my mouth and told me i'd be having way more fun playing the game with my skin flayed off.

what's that? the amplified dlc? yeah, it's alright. i don't understand why some basic QoL features that werent dependent on dlc content had to be locked behind the dlc, but whatever. nocturna is pretty powerful, which works well for the difficulty of the dlc. frankensteinway and the conductor are both very difficult final bosses, but im not playing a character made of paper. zone 5 works well as an evolution of the dungeon crawler aspect of the game while, as per usual, not doing much for the rhythm game aspect. it's fine, like i said. more fun than the base game.

i think the song's about to end, so i'll just let it run out and ill drop into a new rogueli--

SONG ENDED!

i love games that are devilishly simple but gradually unravel into a nightmarish puzzle box

dicey dungeons is just one of those games that you can't stop playing. you can't do it! you're playing it right now. i see you. you should pick crowbar.

it's the sort of game that is just so mechanically easy to understand but utilizes that simplicity in order to craft the potential for thousands of game-breaking runs. there's so much equipment that has the potential to synergize with one another that the act of finding a really, REALLY good synergy gives you the same feeling as solving a difficult puzzle in a game.

but the game isn't all about skill. it's called "dicey dungeons" not "assemble a perfect rube goldberg machine dungeons." a lot of the game is inherently about chance.

random chance mechanics in any game are a tightrope balance. while often unwelcome in games that rely heavily on reaction timing, it's almost a necessity in any given rpg in order to avoid stagnance in either direction. it's no fun being locked into winning or losing at the very start of a fight. variable damage numbers, critical hits, dodge chances... there's a lot

for dicey dungeons, the randomness is baked into the system itself. you roll dice from 1-6 and that determines the actions you're allowed to take. this system actually works a lot better than most rng elements due to the amount of tools the game provides you that allow you to counterbalance this innate randomness.

the warrior starts with a reroll skill that can reroll dice up to three times. the thief starts with a lockpick that allows him to split up higher dice into lower dice, allowing him to utilize his equipment even if he rolls high. robot can find lots of equipment that decreases the randomness of his cpu or gives you cushions in case you bust. the inventor's scrapping mechanic is offset by choosing one of three pieces of equipment and having certain equipment be guaranteed to show up for scrapping. i could go on. every character has mechanics like this.

speaking of characters, they all act as an "ascending order of complexity" that helps ease players into the more unusual aspects of the game like a frog in a simmering pot. the complexity usually just boils down to finding the character's win condition.

warrior and thief both have very simple win conditions, that being "roll as high as possible" and "roll lots of small dice." warrior is fairly consistent throughout and thief can potentially build in a direction where his win condition becomes "roll as high as possible and get lots of countdown equipment." (you should've picked crowbar, by the way. why didn't you do that?)

robot leans heavily into the "game of chance" aspect, since acquiring dice essentially requires that robot play blackjack. their win condition is usually "hit the jackpot" but further complexity is added through either building around hitting consistent jackpots or through acquiring safety cushions in case you fail. they're probably one of my favorites because you can choose to lean heavily into random chance or lean heavily outside of it. and darn it, it's exhilarating getting a jackpot when you're expecting to bust.

inventor and witch are a bit more divisive for me. inventor's core gimmick is simple, but forces you to always have backup plans in mind. her playstyle is completely incongruous with your general win condition of setting up a kit that will work in 90% of scenarios, and her win condition is more closely aligned with "have at least 3 kits that have a 75% chance of working in mind at any given time." the best parts of playing inventor are often in the final stretch of enemies before the boss, where you're trying to optimize your kit so you can get a really good gadget that gives you that proper "90% chance of victory build" going into the boss.

witch is divisive for a different reason. she is THE setplay character. her win conditions are essentially "fill out your spellbook with equipment that synergizes well." unlike other characters, witch's power often requires a lot of preparation time and usually requires a level of foresight on the part of the player in order to avoid being trapped into bad builds.

this comes down to a specific design element exclusive to her and the sixth character, that being a lack of inventory. acquiring equipment affixes it to your spellbook, and replacing the spell removes it entirely. this one design choice is the source of many, many frustrations while playing as the witch. you can't alter the contents of your spellbook to get that golden build, you just have to know in advance what her potential spells are so you can hope to eventually get to that point.

this complexity means that witch often has the potential to do all sorts of things, i won't deny that, but much of the experience playing witch leads to her doing things worse than everyone else up until the very end. so many of my runs ended at floor 5 because fights simply were taking long enough that the witch's hp would be worn down to nothing.

the sixth character is possibly my favorite, and i won't spoil their identity. their win condition is something like "find lots of good cards, but keep your deck as lean as possible." this new cards system along with their "snap" limit break leads to some of my favorite synergies in the entire game. there is nothing quite as satisfying as curating your deck so perfectly that you can end fights in a single turn.

all of this, by itself, is pretty great. the witch may be a bit frustrating to play, but the variety in and of itself means that you'll rarely get bored so long as you're willing to experiment. but each character has six episodes which take each of these concepts and take them even further! whether it's episode 4's hard mode or the unique challenge runs of episodes 2 and 3, the "close to true rogue-like" bonus round that is episode six, or the ENTIRE PARALLEL UNIVERSE THAT ALTERS EQUIPMENT AND STATUS EFFECTS

the game always finds new rabbits to pull out of its hat, is what i'm saying.

on a more aesthetic level, the game's got a great sense of style and an incredibly great soundtrack that almost never got old for me. it's a small detail, but i love how battle themes always start at random points in a song. it's a small touch that keeps the music from ever getting too repetitive.

if you're looking for an addictive rogue-like, there are few as fun as dicey dungeons. now if you'll excuse me, i'm off to play the other level packs!

because the game has those.

seriously. they just keep finding new ways to iterate on the concept.