the lore and worldbuilding is grounded in a hyperreal, new age mysticism that is abstracted away from any real history and esotericism of witchcraft, tarot, etc., presenting an admittedly charming pastiche of these things instead. on the one hand, this produces a wonderful aesthetic, with the character designs being a particular standout. i vibed with it; it was fun and whimsical when not taken too seriously, and the card designer, tarot reading, and canvassing were novel and enjoyable mechanics, although they did feel somewhat underdeveloped.

however, this grounding also lends itself to some mawkish writing and convoluted explain-aways. when it came to points of commentary or emotional depth, the dialogue often became noticeably more awkward, jarring and inconsistent. a decontextualised mysticism is inevitably going to be limited on topics of gender, friendship, politics and power i suppose

not terrible. pretty fun for a solid hour or two but simply lacks any sort of edge on others in an already oversaturated genre. the aesthetic is essentially simple shapes and bolded lines with a layer of Newgrounds-esque ediginess on top; not a fan. if i'm going to switch my brain off to play a game like this, i would at least like to be somewhat mesmerised by what i'm looking at — it's the main appeal of bullet heaven roguelikes for me, which this unfortunately lacked

has a novel core mechanic that is entertaining throughout and a compelling high concept that sets up the story well. this story did feel like a bit of a slog to get through though, often leaving me in frustrated anticipation of the next puzzle scene—where the game truly excelled. couldn’t help but feel that i would have preferred it to be either a visual novel or a puzzle game, rather than what sometimes felt like a disparate mix of the two. it is very charming though and fits the DS like a glove

it's like The Case of the Golden Idol meets those old point-and-click Scooby Doo PC games with the humour of a peak mid-to-late 2000s Cartoon Network show. charming aesthetic and great voice acting too. do wish it was a little more distinct in terms of gameplay and can't help but feel as though the ending fell quite flat. looking forward to the next installment though!

begins as a pleasant puzzler that's easy on the senses, ends up bogged down by a large chunk of the levels amounting to little more than increasingly tricky maths problems stacked on top of eachother. the slog is worth it though, as some levels (particularly the last few) are able to integrate other puzzle dimensions more convincingly and were much more satisfying to figure out as a result

the core gameplay isn’t particularly distinct from your run-of-the-mill point-and-click mystery game and does become tedious when playing for awhile. however, the story is super compelling and well-constructed without taking itself too seriously—a whimsical exploration of aristocratic control, desire, paranoia, and ruthlessness borne out by the enigmatic power of the titular idol. there was an incredible moment of clarity between the final level and epilogue that will stay with me long-term. loved the grimey and exaggerated aesthetic too

adorable ensemble of characters, charming humour, and wholesome values. a host of innovative yet subtle mechanics make moving around super fun and satisfying to control. wish it was longer and more elaborate

2015

started to mildly enjoy this about halfway through and it has a pleasant and unobtrusive minimalist style. however, towards the end, it became frustrating having to trace increasingly long and winding lines from A to B. unfortunately, there's little deduction or intuition beyond variations on this core solution. the last few levels were reminding me of having to untangle wires 🥴

This review contains spoilers

an affective, vibrant expression of both the baggage and playfulness of language in practice. really enjoyed how the colourway changes from place to place — the game has this simple yet beautiful aesthetic. some puzzles are quite obscure and you can get caught backtracking a fair bit. however, these are barely flaws; the satisfaction of progress and how refreshing the gameplay is staves off any frustration or tedium in the end. the myth of babel is echoed throughout but the most poignant interpolation is the "real" ending, where you help transcend language barriers between the castes, thus bringing the tower's scattered and fraught tongues into harmony.

this guide made for a fascinating read post-game — highly recommend!

satisfying minimalist puzzler. maintains a good balance between challenging and relaxing whilst going easy on the senses — makes it great for winding down. not much else to it but can't complain for the price, especially when on sale

2021

tranquil photography adventure that, although short and verging on repetitive, made for a relaxing sunday evening. it has great unphased gameplay, wholesome values, and i loved all the character designs. the quality soundtrack functioning through a tape player is a charming added touch

it can feel a bit cramped at times, but has pretty infectious looped gameplay that looks grood and stays reasonably fresh. the basic mode is a satisfying core endurance test, while the other modes each have their own unique charm

unbridled nostalgic joy for me. have replayed this more than most games throughout my life and it has never lost its comforting charm.

super bright and breezy. sometimes a little too easy, making parts of it somewhat forgettable — especially the vast majority of mini-boss and boss fights. hopping into that robot suit is peak kirby though, brings such a satisfying mix of raw power and ingenuity to the typical kirby formula. chasing down the cube codes adds another layer of intuitive fun too, again keeping things interesting when the core platforming gets a bit one-note. loved the audiovisuals of the final sequence

enchanting aesthetic, well-orchestrated combat and mechanics, and a solid pace to it. i wasn’t a fan of the backtracking when needing to access the shop or the lost progress when dying — it often disrupted the overall rhythm of the game for me, especially towards the end — but the challenge was satisfying nonetheless. strategising for the latter stage bosses was particularly gratifying