"Can you fry eggs ontop of Mount Everest?"
idk, probably after some of the shit I pulled off in this game.

The vibes are immaculate and the at first simple cooking mechanic, has enough twists to keep it both engaging and super annoying (fun way... but also holy shit the prison area).

Great way to spent ~2hrs. I can't think of a better non-spoiler way to describe the game than the current "most helpful" Steam review:

"Cooking Mama for chain smokers"

If that peaks your interest, highly recommend!

If Post Void was a love letter to late 80's/early 90's anime OVA's.

Seriously, Mullet Mad Jack is great. But if you want to play something both much shorter and much cheaper to see if this is the kind of game for you. Post Void is incredible and I also highly recommend it.


Extended Thoughts

Mullet Mad Jack is a goofy time (good). Just like in Post Void, you are playing an FPS Roguelite where you have to run to the level exit ASAP because your health drops rapidly over time. Once you get to an exit you get to chose one of 3 upgrades you keep for the next couple of rooms.

The biggest difference is in Post Void you keep it for the next couple of rooms because you will then finish the game. Whereas in Mullet Mad Jack you are either playing the Endless Mode, or you have finished a chapter in its much longer Campaign.

So here you are paying for an increase in production value and volume of content. Both in a more traditional story mode, and in gameplay variation. Here you very quickly learn how the game works, get into a flow state, get flow interrupted by the addition of a new mechanic/environmental hazard/enemy, quickly return to flow state, repeat. And just when you think the game is reaching it's limit of what it can switch up, it finishes.

Game feels good, sounds good, looks good and has a campaign that feels like just the right length. My only criticism is the boss fights, that are sadly pretty dull. As boss fights are when the game drops its unique game loop in favour of the pretty stale FPS cliché of 'circle-strafe the bullet sponge'.

All in all, fun ~3-4 hour campaign, can easily see myself playing the Endless mode every once in a while.

I do want to leave this off with a difficulty recommendation, as I did see some people calling the game "dull after a while".

I played the first chapter on Normal difficulty, then restarted and played through the whole campaign on Challenge. Mullet Mad Jack describes these difficulties as:
Normal - "Recommended Start - For Average FPS Players"
Challenge - "The True Experience - Suffer As Intended By The Devs"
I don't know who these "Average FPS Players" are, but they're bad at video games. If you are both abled bodied, and this isn't your first FPS, you can skip Normal and go straight to Challenge.

What I played was neat, has some interesting spins on the genre. But I've had no urge to go back and finish it at any point in the last 6 months.

Very cool! One day I will have the brain power to go back to and finish this.

Fun time-trial game. Great time killer if you ever manage to get on heavy discount or bundled with something else.

Mindless fun... segmented-rogue-lite(?)

(I honestly don't know what we call these? The gamewide upgrade system is like a rouge-lite. But instead of a full game run, MythForce is split into levels that themselves are self contained mini-runs where you start with nothing and RNG into the perks that help you.)

Early on with little upgrades, the Mythic difficulties feel weirdly balanced (most enemies pose the same threat as on normal, but some enemies can 1-hit KO). But this might be because the game doesn't expect higher difficulties to be touched until the game is fully complete on Normal? (Which itself has been pretty simple, hence the trial of higher difficulties.)

Played this solo, I will most likely only touch this again as a MP experience.

Quirky "Zelda but about the parts of corporate work that blow" rogue-lite.

Cool idea to make an "endless" King's Field style of dungeon crawler. However I fear in being procedurally generated to this extent, it may have traded quality for quantity to a level that makes the game less interesting.

Solid hybrid of old dungeon crawler and turn-based combat.

There is a pretty neat game loop trapped in this game.

If you manage to get it on sale and pay no attention to the narrative (especially if you liked the Arkham games) this game (on controller) is a great "podcast game".

Captain Boomerang teleporting around the map air-juggling is pretty satisfying. This gameplay with a completely different narrative wrapper would have gone off.

Simple game elevated by its presentation. Worth spending an hour on.

Neat!
I'm not usually the "$ vs Time" guy for games. But maybe if you are interested, wait for a sale.

How the hell do you make wizard FPS this boring?!

I will bet $1000 that some EA producer said "In our focus testing, we found players didn't understand how to play the game." Which resulted in the worst tutorial since shooters from the genres dark-age of 2007.

EA apparently spent $40mil USD on marketing for this game. They literally blew so much money on marketing, that it was too scared to risk letting the devs make something actually fun. Now all those devs have lost their jobs and the earth has been salted so thoroughly that I will never get a Doctor Strange shooter.

This is all too sad. My hearts go out to the devs who clearly wanted to make something cool, and were held back in the most blatant example of publisher meddling I've seen in the last 10 years. Because not one creative that works in this industry could possibly have wanted to let this happen.

I should finally get around to finishing Amid Evil...

Neat idea, shaky execution. I feel even a team like Enhance couldn't have improved on this much without adding another layer of mechanics.

Lethal Company but just the fun part.