80 Reviews liked by pirosvs


Parkasaurus is a lot of fun to play, it's colorful, accessible and the subject matter is highly charming. The game definitely leans closer to the casual side of management sims, I'm unsure if it's even possible to fail a scenario, but the main campaign is varied enough that this wasn't an issue for me.
The developers were also smart to embrace a cartoony art style instead of focusing too much on the graphics, although I have to admit that I prefer the "realistic" dinosaur models. The rest of the game is equally lighthearted, I think the only reference to death I found was in a fast food building.
The most important upside of the casual difficulty is the degree of creativity afforded to the player in return, designing good looking enclosures is effortless thanks to intuitive terraforming tools and simple parameters. The grid design also helps streamline things and it's something I prefer on management games despite the simplicity.
I think Parkasaurus is a lot of fun, but if I had to criticize something I think the UI could do with a bit more customization for font size, colors, etc. Also, the dinosaur tier system didn't make much sense to me, it feels completely arbitrary. I'd rather have a different mechanic in place, like synergies between dinosaur families, specialization or dynamic appeal. I mean they implemented the latter for french fry stands. Not to mention it's inevitable that someone's favorite dino will end up in the lowest tier.
To conclude, I would recommend Parkasaurus to anyone who has a casual interest on dinosaurs and management sims. It's a really fun, lighthearted game that allows for a great deal of creativity. I generally like more complex games, but this one still won me over.

Anyone playing analogue poker in las vegas is a total loser when they could be playing Balatro instead and collect funny little joker cards.


In my opinion this is one of those games that suffers from being open world more than it benefits from it. The absurd amount of crafting ingredients makes even the purple item pickups not be something I'm excited about. The vast open space and the refusal to have any way to track questlines makes content even more missable than they already were in Dark Souls. The amount of very similar catacombs and mines with the same bosses just to fill the empty space sucks.

But in terms of action, this is probably the best it has ever felt. I was also way more invested in the storyline than in any other souls game because this is a world that feels alive and able to be meaningfully changed. This is also a really pretty game, it's nice to finally see a color other than gray in a Souls game and all the designs are really cool. The spirit ashes are another way to grant you the power to adjust your own difficulty and it's much appreciated.

There are a lot of interesting ideas here that I really like, like the whole prosperity points system, irrigation and the setting itself, but it feels like there's no interest in doing anything more interesting with them than having them as a background to an otherwise generic Stardew Valley farming cozy game of the month. I really enjoyed this when I was playing it, but looking back at it now just makes me sad.

Weird, gay, kinda spooky. Loved every minute of it.

A decently short game that aims to capture the feeling of the 90's era internet through interactive puzzles. The entire online environment the game is built on is incredibly detailed, funny, and filled with 90's era charm. While I really love the atmosphere the game creates, the puzzles it offers to the user sometimes gets lost under the hundreds of webpages it lets the user explore. On several accounts, I had found myself lost, aimlessly clicking on every website on the list provided, just trying to find an answer, or even a clue to a case I was trying to solve. When the final puzzle rolled around I found myself consulting a walkthrough a few times just to get myself unstuck due to the sheer amount of content I had to search through for answers. Now, I do think the puzzles have a decently logical progression, and with enough time I would have figured them out, but I do think a bit more guidance from the game in some areas would have helped a lot, especially around the 3rd (4th?) act of the game.

Truly an astonishing labor of love, when you look at both the depth and breadth of what was created. The actual game of it all can be a bit thin, and the ending caught me off guard because I didn't realize I had actually reached it, but this is a fantastically transportive experience to a place that was fundamentally real for so many people.

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I really love the puppet show aesthetic, especially the bits where you can see the sets and props in the background. The music is also really good! I thought the gameplay was pretty generous at first with giving you a comprehensive tutorial right off the bat, but it's actually pretty hard since you only get continues if you catch enough of the boss drops. Apparently this game was easier in the Japanese version, and I prefer it that way.

I wish more games put different genre costumes on characters for every level. Mario Party 2 ran so Kingdom Hearts could walk.

shout out to 10 year old me, already neck-deep into her 'not like other girls' phase, who considered her secret love of this game to be her most shameful and unforgivable character flaw

i get faded as fuck and play this game on easy, really good time

I don't want to be too mean about this since it's a free game and it's clearly a passion project, but it just didn't click for me.

At first I was excited because there seemed to be no obvious "oooh scary monster chases you!", which is my biggest turn off in any backrooms or liminal space inspired media. And it was really cool! The environments are diverse enough, the giraffes are cute and there's sort of a plot happening. Then the mannequins turned into oooh scary mist monster and I clocked out mentally.

The ending was fine and the CYOA twist was pretty good, but the SCP reveal kind of soured things for me once again. I really love SCP, I think mixing backrooms and SCP makes sense (backrooms wiki lore is just worse SCP anyways), but this is the coldest, most generic, most boring take on the foundation ever. They're cold and they do unethical experiments and terminate their D-class. Really? What is this, series 1?

Overall an okay experience compared to a lot of other backrooms media, but it just wasn't for me.

Really nice pinball physics, especially for a game boy title. The opening sequence featuring dancing gators was also a pleasant surprise for me. Definitely has the charm of a HAL title.

I think the multi screen set up for the entire board is ambitious, but does not quite work for me. Progress resetting when you leave a screen is a bummer when ordinarily in pinball your actions should stick for the rest of the round.

I didn't like BOTW so I don't know why I thought this would be any different, grabbed by the hype once again! I just never learn!

Nothing about these games gives me that revolutionize of the open world genre buzz that they're praised for and honestly, it pisses me off that I don't get it. It makes me feel INSANE when I see the praise, but it's just not clicking.

The new building mechanics feel clunky to me, but I do see the vision. It's a toybox with more toys to fool around with. For me though, the thought of doing shrines again, especially with these mechanics, just makes me want to turn off.

For positives, I do enjoy the visuals. I think the art direction and presentation are gorgeous. It's got that Nintendo charm that always appeals to me, which further makes it sadder that it doesn't hit for me.

I've put in around 10 hours and I've had my fill. Overall, it's my own fault. I knew I wouldn't like it, but a mixture of FOMO and hope that something would grab me took hold. It has put me in that Zelda mood though, I'll probably replay one of the older ones soon.