roadkillrambo
2017
Great lil platformer. On the easy side, and the minigames definitely have NOT aged well, but they just don't make games like this anymore. The visuals are stunning for an early PS2 game, and the sound design is immaculate as well. The little strums of bass while sneaking are seared into my eardrums.
2022
Great lil dungeon crawler, but the ambiguous plot and ending feel a little derivative of FromSoft and a little weak in my opinion.
The enemy AI is mega jank and easy to abuse, and certain weapons break the games difficulty in half.
The visuals are spot on for a game like this, but I feel some of the NPCs are a little out of place tonally. Demi and Patchouli are pretty anime.
I loved the Super Metroid inspired final boss tho
The enemy AI is mega jank and easy to abuse, and certain weapons break the games difficulty in half.
The visuals are spot on for a game like this, but I feel some of the NPCs are a little out of place tonally. Demi and Patchouli are pretty anime.
I loved the Super Metroid inspired final boss tho
2022
2016
2023
2016
2021
Tries to copy Undertale but without an ounce of the charm. The hybrid bullet hell/rhythm game style sounds fun on paper, but I find that many of the attack patterns don't exactly match up with the music, making dodging a complete gamble sometimes. A weak attempt at meta bullshit is made but it doesn't really feel earned at all. Perhaps the biggest criticism I can give is that this is a rhythm game with a extremely forgettable soundtrack
2018
The peak of the genre. Incredible OST.
The patterns on display are some of the most creative and intricately laid out in any shmup. This should seriously be required reading for anyone making a game. The enemy placement, timings, and patterns are designed so intricately and click together like one big puzzle, guiding the player along. The scoring system encourages you to play aggressively and really engage with the enemy patterns to survive. Just a masterclass in game design
The patterns on display are some of the most creative and intricately laid out in any shmup. This should seriously be required reading for anyone making a game. The enemy placement, timings, and patterns are designed so intricately and click together like one big puzzle, guiding the player along. The scoring system encourages you to play aggressively and really engage with the enemy patterns to survive. Just a masterclass in game design