Overview: Skiing game.
20241123:
I tried this demo today. I played the blue route of the first level several times until I unlocked the black diamond route. Then I played the black diamond route once.
Setup: Xbox controller. The game detected my steering as screen steering, but that was likely a perception of how their tutorial was designed. However, as indicated by the game, it's available to change in the options. I immediately changed it to left/right steering which is more intuitive to me.
Steam Game Time: 40 minutes
First Impressions:
I went for trying to unlock the black diamond route of the first level and this challenge was somewhat fun. What I didn't like about the game was that it was third person with a fixed angle. This meant that there are times the camera angle reveals the path ahead that wouldn't be known to a real skier and sometimes it fails to reveal what would be in sight of the skier. I feel like a first person skiing game or third person with camera behind the player is much more representative of how one reacts to the elements. Of course there's a beauty to the way it's done here. I acknowledge the beauty, but gameplay is what keeps me playing.
I did like the use of checkpoints through the run, but again the camera angle was such that avoiding crashes requires a combination of trial-and-error and memorization.
Aesthetically, the landscape view was pleasing to look at - in particular the fluffy snow all around combined with the look and feel of the skier traveling through it.
After running the black diamond route of the first level, I had my fill of the game, even though the demo had more levels to offer.
Demo Rating: 3.0 out of 5
Lonely Mountains: Snow Riders (PC) (Demo)
Relevant Links:
Lonely Mountains: Snow Riders (Steam Store Page)
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Saturday, November 23, 2024
Hyper Beat (PC) (Demo)
Overview: A 2D rhythm game.
20241123:
Tried this rhythm game today.
Setup: Keyboard and Mouse.
Steam Game Time: 19 minutes
First Impressions:
While I was expecting a rhythm game (from the title of the game), I was surprised by the execution. Hyper Beat has the player character moving around within a circular area - typically around the edges, and hitting discs. Some discs require a left or right slash and some are tunnels which the player must follow in order to get points.
This initially seemed not too bad but I often felt disoriented as I didn't know where my cursor was. It's possible the game is easier with a controller.
I would praise the game for its tracks which sounded great and seemed to work well with the beats the player has to hit. However, I wasn't a fan of the art style. With that being said, I think the game was too difficult for me, and that was the true reason I didn't enjoy it. If the game had been acquired by Nintendo and themed with Mario and Mario-universe graphics, I think that would have extended my time with the game by at most half an hour.
Demo Rating: 2.0 out of 5
Hyper Beat (PC) (Demo)
Relevant Links:
Hyper Beat (Steam Store Page)
20241123:
Tried this rhythm game today.
Setup: Keyboard and Mouse.
Steam Game Time: 19 minutes
First Impressions:
While I was expecting a rhythm game (from the title of the game), I was surprised by the execution. Hyper Beat has the player character moving around within a circular area - typically around the edges, and hitting discs. Some discs require a left or right slash and some are tunnels which the player must follow in order to get points.
This initially seemed not too bad but I often felt disoriented as I didn't know where my cursor was. It's possible the game is easier with a controller.
I would praise the game for its tracks which sounded great and seemed to work well with the beats the player has to hit. However, I wasn't a fan of the art style. With that being said, I think the game was too difficult for me, and that was the true reason I didn't enjoy it. If the game had been acquired by Nintendo and themed with Mario and Mario-universe graphics, I think that would have extended my time with the game by at most half an hour.
Demo Rating: 2.0 out of 5
Hyper Beat (PC) (Demo)
Relevant Links:
Hyper Beat (Steam Store Page)
Tuesday, November 19, 2024
RAM: Random Access Mayhem (PC) (Demo)
Overview: 2D roguelike shooter. Take control of robots and strategically swap host robots throughout the course of the game.
20241118:
Continue to make my way through previously downloaded demos, I decided to play RAM.
Setup: Keyboard and mouse
Steam Game Time: 24 minutes
First Impressions:
Interesting game. I frequently used the shotgun character. I felt its ammo was reasonably easy to use. I had trouble, however, using its secondary fire.
Overall, in theory it does seem like a cool, fun game, but not one that suited me. Reflecting, the ability to swap is likely core to success and I was really only using it to stay topped off on health with other shotgun characters. However, I should have instead swapped to any character that was getting upgrades. Maybe I'll try it again.
Demo Rating: 3.0 out of 5
20241123:
I played the game a little more and was more open minded to play two other characters. The game has a learning curve, but I can see how mastery of all the robots would be rewarding. While I would bump up the rating by a few notches, I think the only outcome was that I felt I wanted to install and resume playing Hades.
Steam Game Time: 36 minutes (cumulative game time) / 12 minutes (session game time)
Demo Rating: 3.4 out of 5
RAM: Random Access Mayhem (PC) (Demo)
Relevant Links:
RAM: Random Access Mayhem (Steam Store Page)
20241118:
Continue to make my way through previously downloaded demos, I decided to play RAM.
Setup: Keyboard and mouse
Steam Game Time: 24 minutes
First Impressions:
Interesting game. I frequently used the shotgun character. I felt its ammo was reasonably easy to use. I had trouble, however, using its secondary fire.
Overall, in theory it does seem like a cool, fun game, but not one that suited me. Reflecting, the ability to swap is likely core to success and I was really only using it to stay topped off on health with other shotgun characters. However, I should have instead swapped to any character that was getting upgrades. Maybe I'll try it again.
Demo Rating: 3.0 out of 5
20241123:
I played the game a little more and was more open minded to play two other characters. The game has a learning curve, but I can see how mastery of all the robots would be rewarding. While I would bump up the rating by a few notches, I think the only outcome was that I felt I wanted to install and resume playing Hades.
Steam Game Time: 36 minutes (cumulative game time) / 12 minutes (session game time)
Demo Rating: 3.4 out of 5
RAM: Random Access Mayhem (PC) (Demo)
Relevant Links:
RAM: Random Access Mayhem (Steam Store Page)
Monday, November 18, 2024
Maseylia: Echoes of the Past (PC) (Demo)
Overview: "Maseylia : Echoes of the Past is a 3D animated metroidvania. [...]" - Steam Store page
20241118:
I tried playing this demo before going to bed.
Setup: I initially played with keyboard and mouse and then tried playing with controller.
Gameplay Log:
Got the dash
Got the shooter
Dying from platforming began feeling no good. So I stopped playing
Steam Game Time: 17 minutes
First Impressions:
The visuals for this game are pleasing, and the movement on land felt smooth. Unfortunately, I felt the game lacked visual clarity on where I should go. The entire world kind of visually blends together and it just feels jarring. On the topic of visuals, I found it odd that I couldn't see the front of the player character - except for when I'm looking at the map.
While the game initially looked promising, it soon began to spiral down as I continued to play it.
- combat did not feel rewarding (e.g., enemies just disappeared with a slash); I think early on enemies should require two or three swipes to give a sense of weakness and interaction
- on that note, there's a lack of enemy density
- platforming felt excessive; while the game is self-described as a Metroidvania, it feels more like an adventure game (e.g., Zelda). But what I think about when I enjoy in a Zelda game is being able to take in the world around me as I travel from one place to the next, not having to worry about jumping from platform to platform
- I dislike the map system. It's too difficult to understand, it'd 3D, and it contains information beyond the areas I've explored.
- there's absolutely no story and no motivation to the game
- there's a lack of clarity on what causes death and respawning at the last game save
Overall, there was an initial beauty to the artstyle but ultimately the colors didn't work and the gameplay didn't do much for me either.
Demo Rating: 1.0 out of 5
20241118 Comment:
The game aspires to be a 3D Metroidvania, of which there are some, but most Metroidvanias are 2D and I think the genre is better off that way. Though maybe I'm just a 2D oriented player. For example, I still like the original Risk of Rain over Risk of Rain 2. In any case, I'm sure as the genre grows, more and more games will become less familiar to what I'm used to, but I grew up playing the Game Boy Advance and Nintendo DS entries in the Castlevania series, so that's my baseline for what forms a Metroidvania (I also played part of Metroid Fusion). While the game demo had aspects of unlocking abilities and non-linearity, I feel it failed to capture the essense of how this is done in a Metroidvania. With other Metroidvanias, there's often an NPC that applies some context to the game within the first 10 minutes of play. Also within the first 10 minutes, the game typical guides the player through the controls via the environment.
As another thought, early on I collected the dash power-up which seems like for free. I think a more standard Metroidvania formula would be exploring an entire area with some areas along the way having jumps that cannot be assessed due to the lack of a dash. Then at the end of that initial area, there's a boss. Upon defeating the boss, the player gains the dash. Immediately the player needs to use the dash to escape a room, ensuring the player knows the purpose of the dash. A lightbulb should go off in the player's mind that the player should backtrack to a previous point in the game to use the newly acquired dash. As such, while elements of a Metroidvania are in fact non-linear exploration, ability-based progression, and backtracking, I feel the order of the elements is also a key characteristic of the Metroidvania.
Maseylia: Echoes of the Past (PC) (Demo)
Relevant Links:
Maseylia: Echoes of the Past (Steam Store Page)
20241118:
I tried playing this demo before going to bed.
Setup: I initially played with keyboard and mouse and then tried playing with controller.
Gameplay Log:
Got the dash
Got the shooter
Dying from platforming began feeling no good. So I stopped playing
Steam Game Time: 17 minutes
First Impressions:
The visuals for this game are pleasing, and the movement on land felt smooth. Unfortunately, I felt the game lacked visual clarity on where I should go. The entire world kind of visually blends together and it just feels jarring. On the topic of visuals, I found it odd that I couldn't see the front of the player character - except for when I'm looking at the map.
While the game initially looked promising, it soon began to spiral down as I continued to play it.
- combat did not feel rewarding (e.g., enemies just disappeared with a slash); I think early on enemies should require two or three swipes to give a sense of weakness and interaction
- on that note, there's a lack of enemy density
- platforming felt excessive; while the game is self-described as a Metroidvania, it feels more like an adventure game (e.g., Zelda). But what I think about when I enjoy in a Zelda game is being able to take in the world around me as I travel from one place to the next, not having to worry about jumping from platform to platform
- I dislike the map system. It's too difficult to understand, it'd 3D, and it contains information beyond the areas I've explored.
- there's absolutely no story and no motivation to the game
- there's a lack of clarity on what causes death and respawning at the last game save
Overall, there was an initial beauty to the artstyle but ultimately the colors didn't work and the gameplay didn't do much for me either.
Demo Rating: 1.0 out of 5
20241118 Comment:
The game aspires to be a 3D Metroidvania, of which there are some, but most Metroidvanias are 2D and I think the genre is better off that way. Though maybe I'm just a 2D oriented player. For example, I still like the original Risk of Rain over Risk of Rain 2. In any case, I'm sure as the genre grows, more and more games will become less familiar to what I'm used to, but I grew up playing the Game Boy Advance and Nintendo DS entries in the Castlevania series, so that's my baseline for what forms a Metroidvania (I also played part of Metroid Fusion). While the game demo had aspects of unlocking abilities and non-linearity, I feel it failed to capture the essense of how this is done in a Metroidvania. With other Metroidvanias, there's often an NPC that applies some context to the game within the first 10 minutes of play. Also within the first 10 minutes, the game typical guides the player through the controls via the environment.
As another thought, early on I collected the dash power-up which seems like for free. I think a more standard Metroidvania formula would be exploring an entire area with some areas along the way having jumps that cannot be assessed due to the lack of a dash. Then at the end of that initial area, there's a boss. Upon defeating the boss, the player gains the dash. Immediately the player needs to use the dash to escape a room, ensuring the player knows the purpose of the dash. A lightbulb should go off in the player's mind that the player should backtrack to a previous point in the game to use the newly acquired dash. As such, while elements of a Metroidvania are in fact non-linear exploration, ability-based progression, and backtracking, I feel the order of the elements is also a key characteristic of the Metroidvania.
Maseylia: Echoes of the Past (PC) (Demo)
Relevant Links:
Maseylia: Echoes of the Past (Steam Store Page)
Friday, November 8, 2024
ROGUE FLIGHT (PC) (Demo)
Overview: "A breathtaking arcade space combat game inspired by prestige anime." (Steam Description)
20241107:
After trying Jotunnslayer: Hordes of Hel, I decided to play this demo.
Setup: Xmbox controller
Steam Game Time: 22 minutes
First Impressions:
The storytelling was amazing.
Among games I played, this game reminded me most of Star Fox 64, which I later read is the sequel to Star Fox. As I'm familiar with Star Fox 64, I'll keep my comparisons to that game. For fundamental gameplay, ROGUE FLIGHT shares in being an on-rails shooter where movement, shooting, and dodging (barrel roll) fire feel just like Star Fox 64. In addition to the basic controls, the game also extends this with a tail swipe maneuver, and missiles instead of bombs.
Moving onto the gameplay experience, the differences in this game from Star Fox 64 made for an overall worse experience. Item pickup felt unintuitive in comparison to that of Star Fox 64 (I think because the item pickups in Star Fox 64 are large and visible). Level design generally felt plain in comparison to that of Star Fox 64 - at least from what I specifically remember in the first level run on Corneria.
Demo Rating: 3.0 out of 5
ROGUE FLIGHT (PC) (Demo)
Relevant Links:
ROGUE FLIGHT (Steam Store Page)
20241107:
After trying Jotunnslayer: Hordes of Hel, I decided to play this demo.
Setup: Xmbox controller
Steam Game Time: 22 minutes
First Impressions:
The storytelling was amazing.
Among games I played, this game reminded me most of Star Fox 64, which I later read is the sequel to Star Fox. As I'm familiar with Star Fox 64, I'll keep my comparisons to that game. For fundamental gameplay, ROGUE FLIGHT shares in being an on-rails shooter where movement, shooting, and dodging (barrel roll) fire feel just like Star Fox 64. In addition to the basic controls, the game also extends this with a tail swipe maneuver, and missiles instead of bombs.
Moving onto the gameplay experience, the differences in this game from Star Fox 64 made for an overall worse experience. Item pickup felt unintuitive in comparison to that of Star Fox 64 (I think because the item pickups in Star Fox 64 are large and visible). Level design generally felt plain in comparison to that of Star Fox 64 - at least from what I specifically remember in the first level run on Corneria.
Demo Rating: 3.0 out of 5
ROGUE FLIGHT (PC) (Demo)
Relevant Links:
ROGUE FLIGHT (Steam Store Page)
Thursday, November 7, 2024
Jotunnslayer: Hordes of Hel (PC) (Demo)
Overview: Action roguelike survival game with a Norse theme.
20241107:
Tried this game today.
Setup: Keyboard and mouse. Ultrawide monitor. Kept fire on smart, but switched aim to manual as gameplay felt more engaging this way.
Gameplay Log:
Completed Easy difficulty (Seeress).
Played Normal difficulty (Seeress) and died. Underestimated how careful I had to be compared to Easy difficulty.
Steam Game Time: 31 minutes
First Impressions:
The game looked good, but I initially missed that there was a dash. It was funny because part way in I said this game has the feel of an action RPG except it's missing a dash. A few minutes later, I saw the keybind for dash to the far left of my screen.
The first boss on Easy was underwhelming. But I didn't reach the boss on Normal difficulty, which was actually difficult.
One problem I had with the game was not giving sufficient hints regarding various keywords. This made selecting skills difficult for a first play through.
At the end of the day, I'd much rather just play an action RPG.
Demo Rating: 2.8 out of 5
Jotunnslayer: Hordes of Hel (PC) (Demo)
Relevant Links:
Jotunnslayer: Hordes of Hel (Steam Store Page)
20241107:
Tried this game today.
Setup: Keyboard and mouse. Ultrawide monitor. Kept fire on smart, but switched aim to manual as gameplay felt more engaging this way.
Gameplay Log:
Completed Easy difficulty (Seeress).
Played Normal difficulty (Seeress) and died. Underestimated how careful I had to be compared to Easy difficulty.
Steam Game Time: 31 minutes
First Impressions:
The game looked good, but I initially missed that there was a dash. It was funny because part way in I said this game has the feel of an action RPG except it's missing a dash. A few minutes later, I saw the keybind for dash to the far left of my screen.
The first boss on Easy was underwhelming. But I didn't reach the boss on Normal difficulty, which was actually difficult.
One problem I had with the game was not giving sufficient hints regarding various keywords. This made selecting skills difficult for a first play through.
At the end of the day, I'd much rather just play an action RPG.
Demo Rating: 2.8 out of 5
Jotunnslayer: Hordes of Hel (PC) (Demo)
Relevant Links:
Jotunnslayer: Hordes of Hel (Steam Store Page)
Tuesday, November 5, 2024
An Unfinished Game (PC) (Demo)
Overview: A puzzle platformer which is largely a parody of Portal.
20241105:
I tried playing this game today, and it felt like it aspired to being a parody of Portal. Unfortunately, I was too tired and had to stop my session early.
Setup: Steam Deck
Steam Game Time: 9 minutes
20241108 Comment:
Today I was looking at the Steam Store page. The game is tagged with "Walking Simulator" but the game discription mentions "small puzzles, platforming, meta gameplay."
20241116:
I finally got around to playing more of this game. Today I started over from the beginning on my computer.
Steam Game Time: 34 minutes (cumulative game time) / 25 minutes (session game time)
First Impressions:
The game is funny at times, but not enough to keep me interested. As the game revolves around being a parody of Portal and perhaps games in general, it should really lean into that. Instead, I think at times it tries to be a serious platformer, which is hard for (I assume) a single developer. In contrast, because there was a team of developers, Portal is able to be an extremely polished platformer with the occasional humor (with top-notch execution when it is applied).
I think the game should have a lot more "bugs" and have that be part of the fun - kind of like in Goat Simulator.
Demo Rating: 3.0 out of 5
An Unfinished Game (PC) (Demo)
Relevant Links:
An Unfinished Game (Steam Store Page)
20241105:
I tried playing this game today, and it felt like it aspired to being a parody of Portal. Unfortunately, I was too tired and had to stop my session early.
Setup: Steam Deck
Steam Game Time: 9 minutes
20241108 Comment:
Today I was looking at the Steam Store page. The game is tagged with "Walking Simulator" but the game discription mentions "small puzzles, platforming, meta gameplay."
20241116:
I finally got around to playing more of this game. Today I started over from the beginning on my computer.
Steam Game Time: 34 minutes (cumulative game time) / 25 minutes (session game time)
First Impressions:
The game is funny at times, but not enough to keep me interested. As the game revolves around being a parody of Portal and perhaps games in general, it should really lean into that. Instead, I think at times it tries to be a serious platformer, which is hard for (I assume) a single developer. In contrast, because there was a team of developers, Portal is able to be an extremely polished platformer with the occasional humor (with top-notch execution when it is applied).
I think the game should have a lot more "bugs" and have that be part of the fun - kind of like in Goat Simulator.
Demo Rating: 3.0 out of 5
An Unfinished Game (PC) (Demo)
Relevant Links:
An Unfinished Game (Steam Store Page)
Saturday, November 2, 2024
Microtopia: Prologue (PC) (Demo)
Overview: Autoamtion / base building game with a robot ant theme.
20241102:
Waiting for the kids to fall asleep, I played this on the Steam Deck.
Setup: Steam Deck. Bind R4 to middle mouse button.
Steam Game Time: 2.1 hours
First Impressions:
I had fun with the demo. Having played and enjoyed Factorio which falls in a similar genre, I couldn't help but think about comparisons. Building in Factorio falls along a grid and in a way more satisfying. As such, the appeal of this game is more towards the ant-based mechanics.
Overall, being able to enjoy the demo on the Steam Deck, I think the game would be even more fun on the computer with keyboard and mouse.
Demo Rating: 4.8 out of 5
Microtopia: Prologue (PC) (Demo)
Relevant Links:
Microtopia: Prologue (Steam Store Page)
Microtopia (Steam Store Page)
20241102:
Waiting for the kids to fall asleep, I played this on the Steam Deck.
Setup: Steam Deck. Bind R4 to middle mouse button.
Steam Game Time: 2.1 hours
First Impressions:
I had fun with the demo. Having played and enjoyed Factorio which falls in a similar genre, I couldn't help but think about comparisons. Building in Factorio falls along a grid and in a way more satisfying. As such, the appeal of this game is more towards the ant-based mechanics.
Overall, being able to enjoy the demo on the Steam Deck, I think the game would be even more fun on the computer with keyboard and mouse.
Demo Rating: 4.8 out of 5
Microtopia: Prologue (PC) (Demo)
Relevant Links:
Microtopia: Prologue (Steam Store Page)
Microtopia (Steam Store Page)
Friday, November 1, 2024
Heroes of Hammerwatch II (PC) (Demo)
Overview: A rogue-lite.
20241101:
Decided to play this demo today. I previously played Hammerwatch and thought it was like that game. I think in a way it is, but like Heroes of Hammerwatch before it, Heroes of Hammerwatch II is a roguelite.
Setup: Keyboard and mouse
Steam Game Time: 59 minutes
First Impressions:
This game runs full ultrawide! Very beautiful looking game for pixel art.
The gameplay was partially fun and partially underwhelming. I think the pace could be tweaked to be more exciting.
One thing I didn't understand was in my first run I died and my earnings were penalized, which makes sense. In my second run - where I realized the levels are procedurally generated - I abandoned it during level 2 where it was getting dangerous and my earnings were penalized again. That begged the question, what is required to keep all of one's earnings?
Overall, when I finally pulled away from the game, I felt that I'd much rather play Path of Exile over grinding out this action rpg roguelite.
Demo Rating: 3.6 out of 5
Heroes of Hammerwatch II (PC) (Demo)
Relevant Links:
Heroes of Hammerwatch II (Steam Store Page)
20241101:
Decided to play this demo today. I previously played Hammerwatch and thought it was like that game. I think in a way it is, but like Heroes of Hammerwatch before it, Heroes of Hammerwatch II is a roguelite.
Setup: Keyboard and mouse
Steam Game Time: 59 minutes
First Impressions:
This game runs full ultrawide! Very beautiful looking game for pixel art.
The gameplay was partially fun and partially underwhelming. I think the pace could be tweaked to be more exciting.
One thing I didn't understand was in my first run I died and my earnings were penalized, which makes sense. In my second run - where I realized the levels are procedurally generated - I abandoned it during level 2 where it was getting dangerous and my earnings were penalized again. That begged the question, what is required to keep all of one's earnings?
Overall, when I finally pulled away from the game, I felt that I'd much rather play Path of Exile over grinding out this action rpg roguelite.
Demo Rating: 3.6 out of 5
Heroes of Hammerwatch II (PC) (Demo)
Relevant Links:
Heroes of Hammerwatch II (Steam Store Page)