Yeah! It was lots of fun. While the game relies on gravity (sensible physics), it also starts allowing you to push things that you are standing on (not sensible physics, but really fun!). I actually got used to that and utilized it a bunch, so great choice! But later on, you can destroy parts of large crates and they just sorta maintain their original shape, but with the crates in-between missing? Like you can have 2 crates that aren't touching whatsoever and they are still quantum-linked or something so when you push one, it pushes the other. I didn't really like that as it created invisible walls and allowed some levels to be completed it what had to have been an unintended way. But, it's always a rare but satisfying thing to break a puzzle game in a clever way.

RIP all the crate dudes I sacrificed along the way to 100% o7

This one's got the biggest jam of the pack, and just such a fun atmosphere (PUN). Very low pressure (PUN) with the undo/restart buttons and never too complex in a tedious way. The lone flaw is the weird spacing (PUN?) of the keys, it's nice that R and U stand for Reset and Undo but they are not located well when the only keys you use are Tab/R/U!

This game is such a weird mix of polish and tarnish. I went like 10 levels into this game ready to drop it because the levels were so linear and boring, then suddenly the difficulty was amped up and the puzzles got pretty interesting! And there's some great game design, like the transition between orientations which is super clean to the point it just feels natural, but there's some horrible game design, like how the dark platforms have no sort of outline when they are turned off.

Overall, I enjoyed Disoriented and am glad I stuck through to the end, but also, huh?? Polish this sucker up and it's an awesome first person puzzler!

Something about this game never really made me love it, but it was still a great challenge with an interesting mechanic. It's fairly short in terms of levels but it stops and a point where I wanted to be done with it, so overall a nice length.

2022

This is the most in-theme game of the pack so far, absolutely felt like you are handling some alien equipment without any legible instructions. I actually wished they leaned into it even more and got a bit more complex with the numbering system, but otherwise it was really polished and completely foreign feeling.

Nice little game that didn't overstay and was pretty peaceful

This game made me love geography and care about understanding where places in the world are. And it still kicks ass. I would instantly play and get addicted to a modern version of this (YES I KNOW ABOUT GEOGUESSR THATS NOT WHAT I MEAN)

The dev sent me a free copy of this game!

The main conceit of this game is using different color lasers to hit all the targets. It gets interesting when you start combining lasers by beaming them into 2 ends of a T pipe and shifting their colors by sending them through crystals.

I made it to level 43 (out of 60) before finally hitting a roadblock that I just don't have the energy to overcome. This is a very challenging game, and unfortunately a large part of that is due to the game's mechanics, and not its inherent challenge.

Sometimes, very deep into this game, there are the aha! moments that puzzle fans live for, but before you can rejoice, you have to trudge through some pretty thick muck. The controls are extremely fidgety when placing down pipes, even though that's the only interactivity in this game beyond turning on/off lasers.

The levels are these gigantic open playing fields with a scattershot of targets and stars to collect, and even when you collect everything, you will often end up with pieces unused, making you question if you even did the puzzle in the intended way.

The UI also leaves something to be desired. I didn't notice until I was pretty far into the game that there was a "firing order" for lasers (so some colors have priority over others when they combine), labeled in a tiny sliver of the left side of the screen. That alone isn't great, but also it is still a bit of a mystery how the firing order functions as it's never properly explained and seems to work counterintuitively at times.

This is a very ambitious game, and kudos to the creator for watching my playthrough and listening to every bit of critique I said about this game. They've already made some small improvements within the month I played this game, so it's still in semi-development as of this review.

Aqorel is a very pleasant game to look at. It has a papery filter over everything, there are nice physics with the objects you can play around with, and the color palette is great.

However, it's not that nice to... listen to... The music is composed of very short loops with jarring instruments and unmelodic riffs.

The puzzles of the game itself ramp up in difficulty very slowly, and never quite reach a point of being cleverly challenging. The hardest levels were the ones where it looked like there were a ton of things going on, while in reality there is a pretty linear path to the goal.

It's a short game, and none of the puzzles were outright bad, just sometimes too simple or too much in favor of adding complexity without driving towards that satisfying cleverness of a good puzzle.

The Dungeon Rules is a genre-mash of sokoban, roguelike, and dungeon crawler, which as a fan of some of those things, is pretty wild! I was surprised that this could work. The combat gameplay is vaguely reminiscent of Slay the Spire, while not holding up to that masterpiece, it is still serviceable and encourages you to put some thought into your card playing. The sokoban aspects are also serviceable, however, and this is a big however, there is a lot of potential for softlocks. Because there is no undo button, every move is final, which is typical for a roguelike, but frustrating for a sokoban. On the very first level, I got a box trapped in a corner after already clearing out most of the dungeon, and was forced to simply restart the entire level, which is discouraging at the least. Besides that, there are cards you can use outside of the combat that are one-time use and at first seem like optional goodies to help you get through some tougher puzzles/dungeons. But instead, they are mandatory for solving certain puzzles which you won't know until it's too late.

This game is currently a bit too rough around the edges for me to recommend. But I hope the developer keeps trying as there are some good ideas here.

(I received a review code for free from the dev)

I feel somewhat comfortable claiming that the Submachine series is the masterpiece of Adobe Flash's short but eventful life. In fact, playing through the games chronologically demonstrates everything Flash had to offer, from the most basic capabilities of the platform to the most over-the-top, intricate, impressive artwork ever crafted with it. Each entry raises the standard set by the last, until topping out with the massive journey that is Sub10. When the game starts chugging to load in the increasingly meticulously drawn scenes, you begin to sense that Mateusz Skutnik had mastered wielding the power of this realm just like his fictional counterpart Murtaugh had done with his own reality.

Ok, first of all: You can press R to restart from a checkpoint. The game doesn't tell you this so thought I'd mention it to anyone out there.

It's a neat idea for a game, and it builds its mechanic at a pretty good pace, but it just ends so darn fast before getting interesting. Also, the movement could be a bit buggy, in fact I think I cheesed the final puzzle of the game on accident whilst messing around.

Sorta cool idea, a game with limited agency where the goal is to find all the endings. But this one doesn't do very much with it.

Hmm... I think I liked it! Very unusual sort of zach-like gameplay, where you have instructions, but they are semi-randomized, and you still get to choose how to use them and in what order each turn. That was hard enough to explain succinctly, figuring it out had my brain frying a bit!

This one has the richest story of the bundle (so far, haven't played WADTB and Triga), and also, surprisingly, multiple endings depending on how you choose to tend the gardens. The creators definitely had a lot to say and experiment with, and I could feel the love.

2013

There's not much that encourages you to stick around. I think in a time where this was the best a machine could manage, you could appreciate it for what it is and fill in the blanks. But the puzzles are just not interesting and the movement just feels bad, so it just feels like a slow walk through a boring museum. Sorry.