A surprisingly breezy install with a bunch of fun customizable features to change up and tweak every playthrough. You can start with any items you want, decide which of the 20 or so categories of chests and quests contain progression items, and choose from a plethora of fun skins complete with full color customization if you download the recommended model pack. It even comes with a fair amount of QoL improvements you can turn on or off: skipping cutscenes and text boxes, adding a swift sail, adding shortcut warps, adding hints, and even inverting camera controls, thank goodness.

Going all settings swordless is especially "fun" as it forces you to think about your current items and surroundings in a brand new way. Want to clear a lookout platform but don't have any damage items? Use pots to knock the bokoblins off! Don't have a bow to kill wizrobes? Roll around and use your hookshot! The variety of quests and challenges offered by the game can test both your on-the-fly planning...as well as your patience, as some of these quests can really take a while, man. Watering the trees, collecting the blue jelly, and doing the entire merchant trade quest all for one item each can be a lot to ask for, and don't even get me started on the rng bs that is the battlesquid minigame (though again, you can just turn all that off if you don't want to lose your mind).

Overall, it's a pretty fun new way to experience the title and I'd definitely recommend it to any fans of the game itching to spice up their replays.

To be honest, it would've been better if it wasn't a roguelike. The story and atmosphere are so strong that if they had manually tailored the combat progression more rather than leave so many elements up to random chance, it would've felt more of like a polished experience which would've better served the cinematic vibe they're going for. Otherwise, some pretty solid sci-fi that, in my opinion, succeeds in making the player asks themselves some pretty interesting philosophical questions, the goal of any good sci-fi really.

I'm not really sure why I played this

Many porn games have a tendency to separate the porn from the gameplay. Like you fight some monsters or read some dialogue and then after a while sex happens in a cutscene. Super Deepthroat was one of the first sex games to really utilize the interactive nature of the medium...in the actual sex itself.

It's a simple idea: using your mouse to control the customizable girl to have her perform the titular deepthroat. However, the majority of erotic games still to this day have failed to implement this incredibly simple idea of interactivity to their sex scenes. It's a little mind-boggling. Surely there must be demand for porn games that have more than a couple of still CG images? Nevertheless, even with its simplistic 2D flash animation, Super Deepthroat still stands today as the definitive interactive deepthroat simulator, with a fairly large modding scene to boot.

Absolutely livid that Nintendo gave you the baddest character design on god for like 5 minutes at the very end. You telling me I gotta buy a whole ass Hyrule Warriors game just to see my goth queen again? Simply diabolical.

This review contains spoilers

look, I know backrooms is cool and all but not every spooky house has to literally be the goddamn house of leaves guys, c'mon.

Graphics were so convincing I honestly thought I was looking at real footage when the game started up. Such an incredibly effective use of the VHS recording postprocessing effect that other, lesser indie horror games just kinda tack on in a sort of in-your-face fashion. Besides the eerily realistic visuals, the sound design is also the main focus of the experience, as the game's way to suggest more than to show.

Neat little 5 minute game. Would love to see the developer make a larger game using ideas from this in the future.

2022

Chinese porn game. It's fine. Gameplay is just simplified QTE punch-out. Not much going on there, really. Story's marginally funny. Thankfully it leans more towards slapstick rather than male vindictiveness, as I assumed it would from the description. You play as incel Ryu, fighting off against five fighting game girl parodies (just five, it's pretty short). Throughout the fights, their clothes get torn off, as you would expect. There's a couple of CG sex scenes each; full mandarin voice acting too, which is nice. Art's actually pretty good. It's probably the best thing about the game honestly, and I'd love to see more of it, perhaps in an actual video game next time.

boxing really needs to return to its roots

The mixing of horror and comedy can be a tricky balancing act. Too much comedy and the horror elements can turn kitschy and ridiculous. Too much horror and the comedy turns into a lame distraction. Discover My Body, thanks to its punchy, ingenious writing, sufficiently manages both without taking too much of your time.

The term Kafkaesque is often used to describe works focusing on transformative body horror but it's rarer to see Metamorphosis-inspired fiction that seems to understand the famous author's wit and tries a similar kind of comedy. The game manages to be funny and horrifying! Yames' excellent brand of dark humor has been even more developed in his latest game Growing My Grandpa!, a game that further explores these themes of body transformation and human connection. And while this particular game is but a simple, five minute exploration of the idea, it can still serve as an excellent introduction to the developer's uniquely surreal aesthetic and pungent writing that is wonderfully expanded upon in their later projects.

Some neat ideas. Does some cool things with perspective near the end. Controls were a bit stiff though and the story didn't really grab me. Also, while the puzzles were kinda clever, the heavy use of reset really slowed the game down and just became annoying after a while.

A marvelous tone piece. The muted, but not quite black-and-white art style complemented by the cold howls of echoey synths reverberating into empty factories and dark woodscapes produce a tense atmosphere of quiet dread throughout the experience only rivaled by the creators' previous game LIMBO. But whereas LIMBO relishes in the shock value of its edginess, INSIDE's edginess feels subtler, and more cohesive towards its themes of control and oppression. Playing INSIDE feels like being trapped in an Edward Hopper painting. Other people may exist right beside you but their sentience is only ever an idea. The city outside the cafe may be vast and its glass may be transparent, but even if the outside is clearly visible, one can never truly escape the feeling of being...inside.

An incredibly well-made indie fighting game. Cute characters with fun personalites, an expressive combo system, and seamless GGPO rollback netcode. The development story of how this was originally a MLP fangame, got taken down by Hasbro, and then rose from the rubble to gain its own identity through the hard work of its developers and contributions of the fanbase is honestly inspiring. The game's excellent tutorial also make it a great first fighting game for anyone looking to get into the genre.

My only complaints are the limited roster of 7 characters (so far), the story mode only having one chapter finished, and the small player base. Hopefully the developers keep supporting the game so that it eventually feels more like a complete package because the core of what's there is pretty fun so far.

I still think this game has one of the best executions of the "survival game where you have to make tough moral decisions" idea. As niche and frustrating as the mechanics are, the overwhelming feeling of stress and oppression they force unto the player meshes perfectly with the overarching narrative themes of determination in the face of hopelessness and survival at all costs. The strict but carefully tuned difficulty turns every decision into a contemplative weighing between morals and practicality. Its unrelenting harshness and trial-and-error nature culminates into a brilliant narrative trick at the end that screams ludonarrative in a way that's frankly ahead of its time.

While the highlight of the game is definitely chapter 4, the climactic title drop scene straight from its original Ludum Dare prototype, I found its other sci-fi thriller scenarios equally as interesting, except for that damn desert stage. Honestly while the desert stage had some cool ideas, the sheer amount of rng BS it also had made it probably the most unfun experience I've had in a game in a while.

The game's definitely not for everyone. I feel that many will go into it expecting a story-focused point-and-click adventure and be left disappointed by the reality of it being essentially a meter-management simulator. However, for those who can endure its initial difficulty curve and end up inexplicably Stockholm Syndrome-d into finding its mechanics enjoyable, there's actually a pretty compelling narrative to be found here.

The fact that the competitive scene for this game involves the copious exploitation of janky, unintended mechanics to the point where high-level gameplay is almost physically impossible to perform for the casual player is the most hilarious thing. Like, I can't believe people just treat it as normal and not literally the funniest thing that could have happened to what was supposed to be an accessible fighting game.