adam1224’s profile

The listing will get quite messy eventually. As there are no other states for the game than two (in)different kinds of completed, I made a category for endless games / roguelikes, where progress is hard, and the journey can be just as fun as the destination.
I’ll mark them as beaten after 10-15-20 hours, depending on the game and how I feel about it, because at the end of the day, game’s role is to entertain. From many Steamgifter’s point it’s more important to give a decent try to a game, to have fun than necessarily finishing it. And while I don’t want to leave The Banner Saga halfway through and call it done, I do plan to do that with some roguelikes, because I will likely never force myself and grind and practise and master it in days or weeks. I just play them as a drop-in-drop-out game, maybe progressing further, maybe not.

I gave another go for Before the Echo, but it was not convincing.

Before the Echo

4.2 hours, 0 of 21 achievements

Gave the game another try after years left it on the backburner, but it did not got better.

The game is a rhythm-based RPG which mixes a puzzle-like rhythm game and a very generic and base RPG system with loot, equips and stats, and the oh-so mandatory crafting system.

The game offers you a safe room from which you can explore The Tower and fight enemies of your choice to grind resources, to craft equipment and spells (Generic attack also comes from a spell) and then make a key to open a door and get to a higher level.

The combat is spent on a 3-window screen, you change between them with the Q and E buttons. Directional arrows fall from the windows, each doing different things - defense window's arrows damage you if not pressed at the proper time, mana window's arrows recharge mana on hit, and you cast your spells by pressing all the correct arrows of the selected spell in the spell window.

One of my main problems was that the game tries to be "hip". Or "radical". By being so clever and sleek that it plays the self-awareness card, the "lame hero who got transported into world, and who has a woman sidekick who constantly mocks him". Conveniently, she is the narrator as well, who has a varied amount of knowledge, based on what the tutorial or plot requires. Talks through only an intercom? I wouldn't be surprised if there's a reveal-surprise-twist. Anyway, it was a bit jarring how many times various drugs were mentioned even before the tutorial, at one point the protagonist accusing the narrator of being a date rapist, which is a very, very weird tone one wants to set in a rhythm RPG with colourful and silly characters.

The final nail in the coffin was how tediously stupid menus are, and how often button presses do not get recognised in battles. Not super often, more like 1/10-20 times, but it adds up, and makes the game feel really sloppy.

Likely there's an okay, tolerable game under the surface, but it's just not fun to play for me.

One Finger Death Punch 2

1.0 hours, 2 of 63 achievements
No no no no no no no no no

Holy mother of everything, I was not prepared for this. Your experience may be different, and it is still a game with 97% positive review rate.

A friend gifted me One Finger Death Punch 2, and I thought I'll give it a go… in a nutshell, it's one of the worst experiences I had the misfortune to take part in.
The game's general direction is still the two-button fighter, but it's an overinflated mess of ideas coupled with a graphics direction that is more, but not necessarily better.

I played one hour, and requested a refund for it. That's the main point, the issues were:

  • 1st game had a "deflect weapons that are thrown at you by attacking them" thing. Now it has weapons that are deflected, caught (you can throw), dodged (will hit behind you) and it has shurikens, bows, pistols and guns (!) - catching a bullet will spawn a gun in your hand to shoot once and throw the gun again. And these are all differently coloured.
  • Then there are the brawling enemies that instead of having a crown on top of them, have a red bandana. Not a huge issues, until considering the fact that almost everything has added blood effects to it.
  • The game added a lot of new moves so sometimes there are action-scenes when you hit multiple enemies in one direction, scissor-kick two, or make fancier attacks but this causes the game to have a wildly different timescale, and the transitioning from slowdowns to proper speed just throws the control away, often resulting in missed hits or being hit.
  • Then there are "medic" and "extra speed" enemies that are bright like a christmas tree, which takes away from the clarity of their colour (times and ways of strikes needed)
  • Many attacks leave white "strikes" afterwards to signal power or speed, or even "background cool looking wtf characters hitting shit" (you can see it on store screenshots) further adding to the visual cacophony
  • And one of the top reasons - there is barely any contrast or colour difference between the enemies and the background. Everything got bolder and more colourful, and it just became a hard to read mess.
  • One Finger Death Punch

    19.1 hours, 84 of 152 achievements

    "Can be played one handed, 10/10"

    Jokes aside, the game is simple but great.
    Attack with direction buttons, attack range is shown, you can pick up different types of weapons to use them. There are QTE-y like brawlers that take multiple, unique combos to take down, but still can be one-hit killed with certain weapons which feels awesome.

    It also should be mentioned: the game progressively gets harder by enemy design, and has a "floor" difficulty of 100%. No matter how many times you die at 100%, the difficulty can't and won't decrease. The game is not super hard, but definitely challenging and tense. Keep that in mind when considering a purchase.

    The game takes place over an - IMO a bit unnecessarily - big map. The game claims to have more than 250 levels and that is very likely true - there are insane amounts of stages, the game gets quite samey by the end. The scaling challenge which is based on player performance helps a lot to keep the player on their toes, so there is no real downtime. So it does not feel stretched, just long; many of the sameish thing.

    Though on the aforementioned map there are I think 11? types of levels, not counting the boss levels. They are mostly unique - while there are spins on the same thing ( beat down X, beat down enemies to knock them into Y items, beat down Z in storm and W while using a filter) they still offer some relatively nuanced thing to them, making different skills useful.

    The skills- you unlock them by beating certain levels, and then you are free to mix and match them, as you can use 3 at the same time. All skills are passive, but most has an active effect - while there are true passives that give longer weapon use time on pickup, most get charged up by getting kills, then being used along/instead of a normal attack. They work well and are useful, though if you really want to fight flawlessly, some skills can really mess up your rhythm unless you pay extreme attention - same can happen with one-shot kill weapons, like dagger, bow and bomb, killing a multihit enemy in a single strike, then hitting a miss where they stood.

    Certain levels are surely harder than other by design, but I guess it depends on the player and their preferences too. The game is far from being impossible to beat, but with the scaling difficulty that is impossible to turn off, I think everyone can expect a quite consistent and unavoidable challenge.
    (I hated the last bomb level, took 10+, maybe 20 times because I constantly messed up at two points. I feel like I needed to get this out of my system)

    I’m not mad, i’m just disappointed. And confused a bit.

    Eternal Senia

    5.7 hours, no achievements
    Listening to 97% of the players saying it's great was as useful, as listening to 97% of ants telling me that leftover crumbs are awesome

    It feels bad to be among the 3-4% of players who vote this game negatively, but this is what the personal review system is for, right?
    I was playing the game because it got recommended me in the discovery queue at a point, and at a point I added it to my library; and because I am participating in an event where you're supposed to play the top rated games of your library - and Eternal Senia was in the top few unplayed ones with its 97% longterm review-rate. So I needed to finish it.

    As a forerunner - the game is not bad. Has ups and downs, and a lot of lukewarm mish-mash …filler-quality stuff to it. Knowing what the game is I'd never have added it to my library. I wouldn't recommend it to my friends because it lacks a solid backbone to enjoy, it's more like a timesink. Maybe you have more time, different taste, or - very likely - different friends, you may like it.

    So, about the game:
    I liked the music. Despite being super short and looping, the menu theme is pretty cool. Again, sorry - but a tune this catchy would deserve a game with more content. Other music during the game were quite distinct (especially the ones played during boss fights) and the sound effects were pretty good as well. Combat sounds effects OK.

    Graphics is a bit of mixed bag, feels better than standard RPG-Maker sprites, but nothing really outstanding. I don't know if the spell and lightning effects were original, but they were used pretty well for the most time. Environments were varied (3 different chapters) but really barren at many points, and there is just nothing much going on. It's an ARPG with 2-3 characters that you don't fight with, and it was made with RPG-Maker as the dev's first game project,

    And for that, they did a pretty good job, with the tools they've got. The combat is a real YMMV thing - it's grindy but easy, so it's either laidback and chill (I felt this way) or repetitive and meaningless, as others felt. The item system was sadly pretty horrible, upgrading a worn item can require up to 30-40 button presses because it needs to be unequipped, then in a submenu of a submenu of a menu you need to scroll though a list of all possible recipes to upgrade it, then go back and re-equip it.

    As I said, it feels weird to criticise someone's first attempt, but as the game is on Steam and in public, it can't get a universal pass. My main issue with the game is that it's - feels like admittedly, based on its description - a fanfiction-game of some characters from an MMO, and even ignoring the grammatical problems (It was painful to read "sis" a few hundred times, like a reminder if you'd ever forget who is the girl the protagonist nonstop talks about, despite never being present), it's a repetitive, cringey, anime-tropey story. There are barely any dialogue to be found, only monologues.
    There are I guess multiple pages worth ramblings about " I relied on you, but I want to help, I'm independent, where are you" from a character who's avatar is constantly blushing and/or crying.
    [spoiler] And in the true ending she does her best to convince her sister Magaleta - from not sacrificing herself - that she needs her because not mature or independent enough[/spoiler] I… feel like the dev wanted to make a damsel in distress waifu-character from the MMO the strong protagonist of the game, but also keeping her timid and mouse-like because that's the original character. I may be very wrong about this, but the representation and the personality that is "presented" is jarringly different.

    So, all in all I am quite baffled how this game has 97% review rates, and in a way I feel super cheated by the premise of this game being that good. It's okay, but it's a far, far cry in quality from the 95+ % games that people actually paid for.
    Looks like it being free really gives a lot to it review score, I think it's in league with other games that are in the "mixed" review category. If you're on verge, treat it like so.

    Intrusion 2

    7.4 hours, 7 of 14 achievements

    Intrusion 2 is a product of a different age, and partially should be judged according to that. And partially based on current age, as I played it now, and you'll buy it now.
    The game is a huge zero in terms of story, people kept mentioning chapter names in the forums, but I haven't even got a single title, spoken or written word in the whole playthrough. Also the game has the weird mix of creepy-cool mechanic enemies, 3 different mechs that you can even drive for a bit, rideable giant wolf and kickass bossfights. It's well made nonsense, but that stems from the game series' origins.

    The original, first Intrusion was released online on Kongregate, on Newgrounds, and on other sites - in 2008. Intrusion 2 is far from being a carbon-copy of the first, but it's very similar in lot of aspects - gameplay, character, climbing mechanics, general look and setting, and some huge bosses.

    What is new, is a gorgeously made world, with greatly detailed sprites and enemy design, varied type of enemies and some bonkers physics and "AI" for some enemies.
    The "AI" really matters in some cases, as uniquely made enemies move around almost in an underwater style and catch you with their tentacles, or weird 3-legged bone-robot-skeleton-cat things jump and wriggle around… it has some solid, otherworldly feeling to it.

    I also mentioned the physics - it's both good, and bad. You can push around rocks to squish enemy soldiers, but for this the price is tripping over in every possible body and item in the word. Having to shoot cases that blocked the door so you can progress, eating a handful of attacks because a destroyed robot's arm blocks you movement. Jumping and bouncing works in a weird way that item shape, and I think velocity together decides how and when can you jump. Which can result either 5m long, or 3-4 meter high jumps. Or just a little springy walk that barely lifts you because you weren't connected to the ground properly beforehand. Which can be debilitating, as one bossfight involves jumping on rocks floating in lava, later levels grappling mechas use the clutter, that is blocking you, as a weapon and it's a real pain. So in short, while the physics system is quite well done, it's great when the stakes are low, while annoying and risky other situations.

    It was an okay game - it reminded me of Plazma Burst, and while the boss design was hands-down amazing here, the core game could have used a little more meat on its bones.
    It's repetitive and limited. The player has 5 weapons, of which 2 slightly different machineguns, 1 pistol that won't get used, a railgun and a slow granade launcher.
    There is a great, over the top and fun ragdoll effect in the game, and it's so hard to properly trigger. A good, powerful shotgun or some similar weapon would have been a great variety. Also, if it could be possible, the harpoon mecha's harpoon would be exceptional for a different game mode - grabbing enemies and throwing them away, or killing them by smashing shipping containers to them is a joy with this phyics engine, and we got so, sooo little of it.

    Music - it's super repetitive and uninteresting for the bigger part. I'm fairly sure that something went wrong on the penultimate level as music is 3-4 times louder than game sounds. On the other hand, the second boss' music was outstanding, and worked really well with the mechanics, which made it the most enjoyable bossfight of the game.

    Overall it's a solid OK game of I guess a single person? who likely wanted to make a proper version/sequel to their game, and they absolutely nailed it. I think this game is a 6 or 7 our of 10, well above average - epending on your enjoyment and how it aligns up with your expectations. Not really higher, but because - I think - this game doesn't want to be more than fun, and that is perfectly okay.

    Hidden: On the trail of the Ancients

    6.7 hours, 0 of 23 achievements
    Get your 11 foot poleif you're in daring mood

    I give up.
    After about 8 restarts, the game crashed on me (runtime error) three different points in the starting room, within ~ 15 actions. Opening a drawer, looking through photos from another drawer, exiting the room. Then two clicks later again, after going down the stairs.
    Looked up a guide to fix it, Steam files verified, apparently two were faulty. Great, start again.
    Now the game crashes on startup, quoting a python error from drive C.
    Okay, look further for info, have to run game as administrator, and only from its folder.
    Game starts. I get out of the room, down the stairs, open the door, cutscene - that does not end, the game is not reacting, and when I alt-tab to check if there are any messages, the game just closes itself in its shame.

    In this time I got two different types of crashes at 6 ingame places, and one on startup. Withing ~ 25-30 click's worth of gameplay.
    This is one of those 0/10 type of scenarios, just avoid this game like the plague. (I had it open for a good while a few years ago when I tried, fresh gameplay time is about 30 minutes)


    Creaks is a real Amanita Design game, that took a step aside from the other A.D. games, as it has a classic puzzle platformer gameplay, and the usual graphics - simple but colourful and detailed.

    I personally really liked the game - I like puzzles, but it's hard to strike the balance for difficulty, fun and variety, and Creaks did it very well. The controls are super easy (and offer full controller support, which is pleasant) and the game mechanics are fairly simple too - buttons, levers, pressure plates and various enemies.
    As the game progresses, the underground environment goes through shifts of style, keeping the visuals fresh and preventing going stale. Along with the graphics, a handful new enemies presented, with different mechanics to them, and as the game is without a real word being spoken, they are presented and introduced in action, everything is up to the player to figure out.

    This mix of environmental changes, nonverbal communication, experimenting with the enemies would be for nothing if they wouldn't be balanced around a slightly short game. So many games fall into the trap of having overstretched base mechanics/enemies, and as they start combining them the game just feels endless, while not really showing new stuff. In Creaks I think a new mechanic is introduced every 5-8 levels, keeping it pretty fresh.

    About the story: I liked the presentation and the puzzles themselves more - for most of the story we're just going deeper and deeper, or sometimes a bit upwards to go even deeper afterwards. The story is comprehensive (I guess?) but personally I prefer to know the direction of the story on the go, and not just stumble from one room to another, waiting to see how the story slowly being told. Honestly, I felt it to be boring.
    Either this is a clever trick to show "stumbling in the dark" for a game taking place underground, or it's not even really a story being told, you're just witnessing things unfold. Either way, my highly personal opinion is that it's secondary in nature and forgettable. It's very likely that you'll enjoy it more than I did, it's perfectly okay, it was done well.

    I guess it was a good game that mixed good quality of everything, there are no real weak points that I feel really, objectively weak or bad. (They even have a chapter selection option, which was useful when internet hiccups prevented some pictures to be registered)
    If you like how the game looks like, try it! (Expect like 4-10 hours of gameplay of it, depending on skill, focus and tempo. )

    Being so late with the April report, it’s a surprise for everyone! :D

    Hotline Miami 2: Wrong Number

    13.4 hours, 12 of 29 achievements

    It was an awesome game - though in general it felt a bit clunkier than the first one. Stucking on environment relatively often, duo-character being locked out of the level, some weird stuffs happened. Some mechanics were and are still broken - like getting close enough dogs and heavy guys just teleport to you to kill you, it's possible that they teleport over shots if they are in grab range.
    The gameplay was great though, many characters got different bonuses based on masks used, giving a tactical approach and customization to those maps. Also, fuck dogs in games, they are the worst. Nothing like a disco with pulsing neon lights and darkness, to house 3-4 black dogs that are invisible in the darkness, are rocket-propelled and do a teleport-instant kill ( important, because you can't counter it with your own melee weapon) Why are always dogs the fucking annoying, quick and deadly enemies with a hard to kill gimmick? ( Shank also had infuriating dogs. Same with The Marvellous Miss Take)

    Tick Tock Isle

    5.5 hours, no achievements

    Funny, light-hearted story shared between two points of time. Timetravel, get items, use items to solve issues, play a few minigames and that's it. Animation and art is nice, characters and stories are good, but it's a pain in the butt to navigate the house. It's like having three and a half dimensions.

    A Date in the Park

    0.7 hours, 9 of 9 achievements

    A really interesting point and click game that is unique on its own, short and memorable. Do play it!

    Call of Cthulhu: Dark Corners of the Earth

    17.2 hours, no achievements

    This game was weird… quite old and in that era it was harder to follow games, but as I read this one stuck in development hell for a good while, and it really shows. Has parts about: walking around and using a slightly point and click-y system, investigative parts, puzzle parts, use the half broken sneaking system to save yourself parts (though these were the best), almost COD-like shoot everything parts, survivor-horror wannabe parts, minigame-boss parts ( defend yourself for X times or for a bit of time, then use environment to damage the boss, repeat Y times), getting lost in the caverns parts, and impossible to do without unofficial patch good luck though parts.
    It is a jack of all trades game where most features end up being subpar, so all is left is the lingering feel of sadness how good it could have been if it focuses more on less. Do play it if you're interested, or a fan of Lovecraft, but I would not convince anyone that they should play it. 3-4/10 objectively, 6/10 if you really try to like it and look past all the serious issues.

    Progress in March.

    It was a fairly slow month as I had a lot of other things to care for, but the results are still not too bad.


    19.3 hours, 36 of 36 achievements

    It's a very interesting game. It's a puzzle platformer with some metroidvania elements, but not enough to be called a real metroidvania. The whole game is centered around magnetic forces - same repulses eachother, different attracts. Through the game the player unlocks 4 items that are mandatory for progressing in the fairly linear game - 3rd gives the ability to free roam, and 4th one is used for one secret and bossfights. There are no metroidvania shortcuts, or need to backtracing other than collectibles . Speaking about bosses - there are no enemies, only a handful of bosses in the desolate tower of Teslagrad. In the end, it was a great experience. The story is told through theatre pieces and the collectible scrolls, the gameplay is tight and pretty hard, and there is beauty in the abandoned environment, where only stray electricity and still-operating automatons can be found. The first game since Aquaria that presented a world where you're the only one "of your kind" and everything is eerily empty yet beautiful, and you unfold the story that happened in the past.


    11.8 hours, 8 of 15 achievements

    "Build your JYDGE" is the most important sentence in the game's description and in the gameplay.
    The game is simple. You got a mission, a location, enemies, and solve it. Kill targets, save civilians, gather intel. Successful missions unlock stuff, money collected on missions allows you to buy stuff.

    Then the crazy thing starts to happen, the game shows its depth (and in some way, need to grind/repeat to perfect). Each map has a main goal that completes it, and two side objectives, and each of the two can be achieved in individual plays. Sometimes you need to be sneaky, other times you need to able to withstand fire, or to be fast.

    And here comes the "Build your JYDGE" part into the picture. By the time I finished the game I had : 11 types of weapon fire modes, 13 types of special fire modes, 25 weapon mods (pick 3) 32 cybernetics (pick 3.) The resulting customization allowed me to use high damage heavy bullets that pass through walls but don't harm citizens, from double their normal range range. While being invisible in the shadows. Or use a plasma shotgun and have perks that gives me 50% more hp, armor, invulnerability at the start of the level, and the ability to just walk through walls, crashing them down.

    The game has 15 levels with one mandatory and two optional side missions, but as you progress through them, you unlock higher difficulties(4 for each level) - same map, but enemies are stronger, placed differently, often completely changing the goal. Hostages appear instead of just killing gang leaders, hostages get scattered, optional mission changes from kill everyone to be undetected.
    At the end, the game has this gameplay loop: play level, get upgrades, use available upgrades to so other missions by having a better suited loadout.
    If you enjoy games about gradually unlocking more stuff and then cherry-picking what you think the best is for your mission, this game is a treat.
    Also the game has a bad habit of serious gatekeeping at the end, you need to complete all 3 objectives on all 4 difficulties on most of the levels to reach the requirement for the final level(s.) It's not a huge issue because while it uses same levels, it really shakes them up with new objectives, but if you really just want to rush through it - although not really recommended - there is a way in the options menu to drastically decrease medal requirements for unlocking next levels.

    Sparkle 2

    7.7 hours, 9 of 14 achievements

    It's like Zuma and the others. It's addictive. I played all 7 hours in one sitting. I have some regrets about my choices but damn it was fun. Really, the colours, effects, speed, sounds, they really got the design well.
    Also, interestingly, the same guys made JYDGE two years later :)

    The Darkside Detective

    24.2 hours, 30 of 30 achievements

    This game was amazing, but at some points I felt like my brain turned into a sponge. I won't get into details too much.
    Basically the game is about an underappreciated policeman part of the laughing stock division of the PD, The Darkside Division. Despite how many supernatural cases he gets into, most of the people are not even willing to register that something is up. Often not even his all-heart, not-much-brain partner either. It's part buddy-cop story, part time crazy supernatural stories, and the remaining (about 70%?) is puns and jokes and references.
    Seriously, I have this high gameplay time because I had trouble keeping up with the jokes, wordplays and puns. The stories are great, the point and click part is very reasonable , but I don't know how they could pack so much (painful) creativity into this game. And I say this while loving puns.
    It's an awesome game. 10/10 if you like silly, but stylish investigations with lots of puns, but seriously, stay away if you have issues with puns.

    Spec Ops: The Line

    38.6 hours, 49 of 50 achievements

    I have troubles understanding why this game is on a pedestal. While its anti-war message is kind of unique and omg there is a twist in the story, it's a 6/10 third-person shooter with a 7/10 story.
    The gameplay is average. While there are some unique set pieces and memorable locations / levels (and mandatory turret sections, awww yeah) it's just a cover shooter, and not even a really good one. For some (console…) reason they set up multiple functions to the same buttons, and it often breaks the flow of the game. You want to charge at someone and vault over a wall, but you pressed shift too soon so you melee the wall and get shot down. You hold space to run, but also space to get in cover. And for some reason the "run --> cover" option barely works (needed 2 playthroughs to get cheevo for doing it 10 times) , you need to stop from running to a halt, then press space to get into cover. And you often get shot down while standing still just for a second.
    You have two squadmates who are pretty cool on easy difficulty, but a liability on hard. They can and will try to kill what you order to be killed, but they just "slide" out of their cover into the crossfire of 3 enemies to kill the 4th. They don't keep the cover between the enemy and themselves if the enemy goes around - they are in cover once, they will stay there no matter what. And if they are downed, they need to be healed (by animation, you can not be in cover-mode while healing, so you can just hope they dropped behind a stone or something that is big enough to block the enemies' bullets just by being in the way,) and if they are not healed in time, you can just reload the last checkpoint.
    The game still taunts me with it's final, FUBAR difficulty, after finishing it on hard I feel I have a better understanding on its systems, but the game has such a weird, janky control system to it and some straight-up bullshit, unfun sections that I really doubt I'll return to it.
    I won't recommend it to anyone when they ask about games I think they should play. It's the play if you want to play it, your poison - category for me.

    Progress in February:
    Mostly finished games. I thrown in some bigger games that I feel worth mentioning, even if my progress is close to nonexistent with them.

    Torchlight II

    109.7 hours, 89 of 119 achievements

    I took my bloody sweet time with this game, bought on 20 Dec, 2013, finished in the first days of February. It is a weird game. It just gets incredibly boring in act 1, I started a dozen if not two characters with or without mods, and reached act 2 with only 3. Finished with only one. I love the secrets, I love the spells, passive tomes, but feels so smooth by how it runs and how it looks that while the content is pretty good, the gameplay is something mediocre. Diablo 2 was dark and threatening and interesting, and here the story is cliché, and while the individual enemy sounds are well designed, the effects sounds are lacking the oomph. Like being on the other side of a closed window. Lightning gently buzzes, while Diablo 2's lightning crackles with raw power. + the oversmoothed enemy designed just made everything feel kind of fluffy, but it's possible that this is inevitable from the art style.
    It was very, very hard to look behind this, and the uninspired level design. I would have loved it to be broken up more, with more waypoint portals, even if I didn't really use them. It was suck a killjoy running through the map, and more often than not just stopping to kill 2 enemies, then again 10 seconds running for nothing. (The desert-shipyard area was especially atrocious in act 2)
    And this is why I feel that I'm in trouble with the game - mechanically I would love to play it for achievements too, but the gameplay usually boils down to "Click on what is moving around and preferably don't die" while just gazing at the screen. I'm not sure what I want out of it, maybe League of Legends spoiled me with timing, resource management and a thinking opponent, maybe a try on higher difficulty can be rewarding. Normal's close to endgame gave almost what I wanted.

    Dark Messiah of Might & Magic

    24.8 hours, no achievements

    This game is weird but so awesome. Bough on 21 Dec, 2014, but I couldn't even start it up on win7, sadly. I don't know what happened, but it worked without any change on win10, so I was overjoyed.
    In short: the game is a bit lacking in content, as expectable from its age, but the mechanics, options and design absolutely makes up for it in fun. The story doesn't even worth telling, usual cliché saviour of world with an expectable twist.
    What is "lacking": I would like to have a bigger world. I know it is as it is, but everything is so good, that expanding/retouching the game could make it blasting on the charts. You have city level, crypt, sewer, cage, top of mountain, the usual mandatory ones. I really liked the city design, I really would love to see this game with multiple cities, roaming… like mix of Dishonored and Oblivion (better cities than Skyrim), quests and an expanded world.
    and what is so awesome that I would like to see more of this: besides the nice level design and tons of secret areas, the combat. This game is basically a brawler, where the white knight gets murdered while the resourceful sellsword will thrive. You can kick enemies off cliffs, into conveniently placed spike traps, throw oil jars at them and set it on fire, collapse a roof on them, set off traps, freeze them (or the ground, causing them to hilariously slip), throw barrels, shovels, brooms at them. Fight dirty but effective (archery sucks). And the game is absolutely amazing at doing this, and melee combat on its own is nicely done with power attacks, blocks, various swings. Also, spell interaction with the world is pretty amazing - barrels can be set on fire and fire will spread to barrels (or enemies) close in a few seconds, spiders will fall off from the wall if they reach a frozen spot, you get a rope-bow that is required at some points to get farther in the main story, but also useful for getting to many secrets. All around a great game. (And surprisingly not as broken as I was told, had 2 sound-loops that got resolved after ~20 seconds, one massive freeze, and a few weird bugs)

    The Long Reach

    12.8 hours, 15 of 15 achievements

    This one was weird. Graphics are okay, but the trailer and screenshots show a different picture of the game a it really is. For example, in the whole game there are only three (?) times/locations when you can die, and it's far from the horror it is being portrayed on the screenshots. People go crazy for spoiler reasons, and you want to do your stuff because reasons. The gameplay is mostly running from room to room picking up items, hovering on the screen to find interactive points / items, then run to other room with the picked up item. The story was interesting, but the gameplay - in my opinion - is horrible. It's like a super simple point and click game - hunt items, use items, move between places, and solve puzzles (avoiding death is also a puzzle) but as this is a 2D sideways game, it involves running through empty corridors and using elevators quite a lot, not just clicking on the screen-changing "move" hotspots. I swear 70-80% of the gameplay is spent with looking for items or running between locations, and I honestly don't know why this upsets me so much. I don't know what I expected. Changing environment, enemies hunting me, occasionally needing to hide or something. Or just crazypeople walking around and doing interesting things, but no - they have fixed locations, fixed, looped things to say before / after their involvement in the main story.
    The very small development team - maybe just one person, I'm not sure I remember well - explains these potentially great, unexplored ways the game could have went. It wasn't a bad game, but for me it is a game I rather remember to and talk about because of the great plot and story idea, than ever touch it and replay.

    Full Throttle Remastered

    9.6 hours, 40 of 40 achievements

    It is awesome, simple as that. Also fuck that kickable wall, it makes no sense unless a height of a 6 year old's eyes is around a grown-up's ankle :D

    The Little Acre

    7.6 hours, 27 of 27 achievements

    Nothing much to say, it was an awesome point and click game with really cool animation, art style and a lovely story. Small team, likely the reason for the game being so short. I'm really looking forward for their games in the future.

    The Frostrune

    6.8 hours, 20 of 20 achievements

    I think many of you have this game as it was free to pick up around it's release, and it is completely free for Android. It's astonishingly beautiful, has an eerie atmosphere with great sounds, uses old Norse speech with subtitles. At it's usual €2.5-3.5 price during sales it's totally worth, even with its short gameplay time, around 2.5-3 hours for the first play.
    If you find it too much, just play it on your mobile or emulate it with something as it's legally free. As a point and click it works great on both systems, and is a wonderful experience.


    21.6 hours, 30 of 30 achievements

    Another mobile port, and another being pretty good at it. The gameplay is simple - explode the safe, and crash piggy banks on your way to unlock further levels. It's a well done, fair game, you get exactly what it is shown, has no bugs or issues. The sizzling of the gunpowder on fire, explosion of barrels, sound of cannons fire gives a great feel of a Rube Goldberg machine, and on some later levels you have to juggle one or two lines of gunpowder, knocking around a cart on fire - it gets more complex, but never really too hard or difficult. Can get a bit boring if you play it for too long as you essentially do the same thing on each (varied) level, so I usually played 3-5 levels at a time, kept me going through most of January to finish in February.

    Embers of Magic

    2.5 hours, no achievements

    Free VN offspring of an another game (Brilliant Shadows ) - feels a bit like a trailer, showing a little slice of a big world . I just love Ithaqua Labs' art style, and quality of voice acting - I found their Perceptions of the Dead first about a year ago, so this was an easy yes after the discovery queue recommended it. It was good, and a reminder that I maybe should pick up their proper, buy-to-play games eventually.

    Project: Snowblind

    2.3 hours, no achievements

    A shooter that originally wanted to be Deus Ex 3, then got turned into a weird, but standard military shooter with augs. Has some identity issues about stealth, hacking and shooting, because shooting solves everything, and even though they are present, neither stealth nor hacking is well implemented into the world.
    As it is free, it's your poison, but I would rather recommend avoiding this.

    Rot Gut

    1.8 hours, 9 of 9 achievements

    Nice little arcade game with easy 100%, but according to reviews it's free somewhere else.. so I guess play for the 100%. I can't say anything bad about it, but even the good things are only that it's easy to 100%, easy to finish and it work without issues. A solid, but very forgettable game.


    1.0 hours, no achievements

    Eh? Short, the gameplay is nothing much (walk around and click on items) with some monologue with okayish VO, and a pretty intereting ending.
    There is spoiler-free walkthrough in the guides section - it's nice to click around and listen to what the protagonist has to say about it, but it's not fun in a sense that it's worth figuring out steps/triggers (they are not super logical). If you play it, check the bookshelf thoroughly. Has a lot of cool references (and kind of sadly that's the best part of the game)

    The Darkside Detective

    12.8 hours, 12 of 30 achievements

    Unfinished, but worth mentioning because took some time of my month. Getting through it nicely (and slowly) and it is really cool, I like it :)

    Batman: Arkham City GOTY

    5.3 hours, 3 of 64 achievements

    Unfinished. Started it for a PoP challenge but I'm not so sure I like it. Fighting random group of thugs for xp and unlocks is weird compared to AA, and the open areas and the riddler trophies will make it hell if I want to collect them all like I did with the previous game. Feels like dumping a way too big world on the player… I think I should just ignore side objectives and play some of the main story, various unlocks will ought to help me figuring out those frustrating trophies too.


    1.4 hours, 0 of 38 achievements

    Barely started in multiplayer with a friend, will likely restart because some update.
    Oh boy. I loved the demo. So much that I clinched my teeth and paid all that 20$ to them before raising the price. Reasons for that: they don't plan to discount or bundle it, 20$ seemed reasonable in that financial situation of mine (highest price I paid for a game, tied with a kickstarter or two), the game looked like it's worth that price and it was a direction and type of game I wanted to support because it is rare, and I loved it.
    So, after not playing it because I know that games with planning, intricate research and a deep system for optimalization is a dangerous rabbithole for me, we started it, about a year after I played the demo. I was lost. But after 2-3 hours I kind of figured it out. Then caught myself a day or two later daydreaming about conveyor belts and furnace placements. I'll see how I will manage playing and not playing the game, as well as not being obsessed with it while still trying to play it :D It's a great game.

    Cultist Simulator

    6.2 hours, 3 of 68 achievements

    I'm just scratching the surface, so far interesting. And slow. So, so very easy to set up an okayish setup at start where you earn money and advance your skills, but it takes time and it's booooring. It will open up later with the occult I guess, but there is no reason not to improve my reasoning / health / financial situation when it's the easiest, but it slows down the game. Not really a "roguelike" but rather a cardgame that is randomish as random as dealt cards can be, it feels to have an awfully slow start compared to how long a game can, and will be ( I guess 10 hours minimum for my first cult to succeed. And 10 hours as 10 hours with that cult , previous experience not counted in.)
    So, trying to get myself past the slow, but imo too safe start, but I have high hopes. In having hopes it is similar to Factorio, but Factorio proved itself very, very soon that it can be interesting and keep entertained/occupied. Here mystery shrouds the game. Mandaloregaming on Youtube had a pretty cool and mostly spoiler-free video about it that I can recommend, that gave me more motivation than the early parts of the game itself.