devonorxi
2020
2023
2023
2023
2016
2023
I'm a sucker for this kind of game, but I had to drop it. I feel like too many games are trying to be the EVERYTHING game, one with a thousand different systems, and tons of content you will probably never find.
I don't feel I'm experiencing something, it feels more like work. Not at any point did I feel curious about the plot or the systems.
I don't feel I'm experiencing something, it feels more like work. Not at any point did I feel curious about the plot or the systems.
2003
2023
It's a really refreshing and short game with a couple of great ideas about player progression through expansion of their action palette (think metroidvania but every major upgrade is a new traversal option, a new type of action).
I liked:
- Movement feels incredible, the character is an absolute joy to control
- Level design is pretty good, there's a lot of traversal puzzles that can be solved in different ways
- New upgrades invite you to see the levels in a new light and think of new puzzle solutions, and that's super fun
- Loved the PS1 low-poly ambient aesthetics
I didn't like:
- Combat is half-baked and mildly annoying, as it blocks or slows progress in a movement-centric game
- The final part should've been a really difficult obstacle course or gauntlet instead of a big baddie (as I said, it's not a game about fighting and fighting is not its forte)
- Z targeting is kinda wonky
- Minor upgrades don't feel like they are contributing to anything at all
- The closure was kinda lazy IMO
I completely recommend the Pseudoregalia experience and would love to see more games from the developer, or maybe a fully funded version of this game.
I liked:
- Movement feels incredible, the character is an absolute joy to control
- Level design is pretty good, there's a lot of traversal puzzles that can be solved in different ways
- New upgrades invite you to see the levels in a new light and think of new puzzle solutions, and that's super fun
- Loved the PS1 low-poly ambient aesthetics
I didn't like:
- Combat is half-baked and mildly annoying, as it blocks or slows progress in a movement-centric game
- The final part should've been a really difficult obstacle course or gauntlet instead of a big baddie (as I said, it's not a game about fighting and fighting is not its forte)
- Z targeting is kinda wonky
- Minor upgrades don't feel like they are contributing to anything at all
- The closure was kinda lazy IMO
I completely recommend the Pseudoregalia experience and would love to see more games from the developer, or maybe a fully funded version of this game.
2023
1994
It has loads of charm and personality, and I completely understand why it's a major influence to lots of RPGs to come after this one. I really enjoyed the tone and overall vibe.
That being said, it's one of the most sluggish RPGs I've ever played, not only from the UI/UX side of things, but also from the game design side; inventory management is needlessly bureaucratic, item storage and money handling are tedious, walking speed is way too slow, menus take too long to show the contents or register your input, some of its mechanics are obscure and never explained.
Yes, it's an interesting game. It belongs in a museum.
That being said, it's one of the most sluggish RPGs I've ever played, not only from the UI/UX side of things, but also from the game design side; inventory management is needlessly bureaucratic, item storage and money handling are tedious, walking speed is way too slow, menus take too long to show the contents or register your input, some of its mechanics are obscure and never explained.
Yes, it's an interesting game. It belongs in a museum.