My backlog extends beyond Steam... devonrv’s profile
In other words, you’ll occasionally see me post about…maybe not obscure, but perhaps unexpected games. I’ve already brought up such titles as Baten Kaitos: Eternal Wings and the Lost Ocean as well as Fluidity, and you can expect more in the future.
As for my BLAEO wheel: whenever I buy a game on Steam, I always play it a little bit right then so that nobody can say that I bought a bunch of Steam games I’ve never played. That said, I’m going to keep a game labeled as “never played” until I reach it in my backlog and plan on playing it actively.
Also, since there are some games I never plan on 100%ing, I’ll probably just use “beaten” for all the games that I’ve beaten, even if I’ve technically “completed” them as well. I’ll use “unfinished” for when I plan on going back to play all of a game’s content, even if I’ve technically beaten it already.
Lastly, here’s my review of my favorite game, as well as an explanation of differences between all of puzzle’s sub-genres (something not many people seem to know): https://www.backlog-assassins.net/posts/db8kgjb Now edited to include a link to my review of its GB version and its postgame!

To anyone who noticed my absence and was wondering about it: I decided on a whim to make a mod for a game I liked, but it turns out that learning to code is very time consuming: half of the bugs make no sense, and things you’d think would be simple fixes end up being nigh impossible because of how the engine is constructed. The mod isn’t even done; I just happened to take enough breaks that I finally got through all the summer Next Fest demos I downloaded…one month shy of when the next Next Fest is gonna be. Oh well. Anyway, here are my super-late recommendations:
Platformers
Jump around, jump around, jump around.
A Mega Man X clone with bullet hell elements. The first level can be a bit bland sometimes, at least on normal mode, but even then, there are moments where its potential is realized and it maybe even goes a bit overboard for normal mode.
Another Mega Man X clone that can be a bit bland sometimes--and it only includes one level, so there isn't much to give you an idea if the full game will be worth it--but again, the potential is there and it has some neat ideas, like how you can grab and throw enemies' bombs.
This is basically an easier clone of Donkey Kong Country Returns (maybe even a bit too easy). It also pointlessly splits abilities between different characters to give them an excuse to exist. Seriously, there's no reason dashing and double-jumping couldn't be rolled into a single character. Also, ground-pounding is mapped to RT, which is kinda awkward; I get why it can't just be a second jump-button push, but why couldn't they map it to down on the D-pad like what Yoshi's Island does? It's not like the demo ever goes full 3D like Super Mario 64; it remains a sidescroller throughout.
This game borrows SO heavily from Mega Man X that it even has a supposed-to-lose boss at the end of the first level where you get rescued by another character! Honestly, supposed-to-lose battles are a bit of a pet peeve of mine, and I have mixed thoughts on the rest of the demo, too: the top-left stage is fine but its boss has some attacks that are hard to react to, while the top-right boss is fine but its stage has enemy attacks and hazards that are hard to react to. I will give it props for having an actual justification for two playable characters, unlike Marsupilami 2: the first one controls more like traditional Mega Man (can shoot rapidly by tapping and can charge by holding), while the second can fire in seven cardinal directions (not straight down) but is forced to have a lower rate of fire than what the first character can achieve.
The first level is a bit empty and the jet controls take a bit of getting-used-to, but it picks up the pace afterward with some decent level design. I was a bit annoyed that the demo also has lockdown enemy waves, though.

Hybrid platformer/mouse maze, and easily one of the most content-rich demos I played this Next Fest, with 80 levels! And it gets decently challenging before level 20! Unfortunately, levels are grouped by stage gimmicks rather than difficulty, so the difficulty curve is all over the place, but at the same time, the demo has a stage select that lets you play any stage at any time. I even accidentally skipped the first level for a bit because I thought it was the tutorial you play right beforehand. The only major problem is, despite some of the tight timing you're required to do in certain levels, the sword's transition to a platform when you hold left-click has an awful delay, which resulted in numerous cases where I'd either fall through or get bisected by it and be unable to jump, thus getting killed by what I was trying to avoid and having to start the level over.
A very well made Celeste clone that even has slightly unique mechanics, letting you dash a second time if you use your first dash between your first jump and your double jump. It also mixes in regular touch-to-earn collectibles along with the Celeste-style "you have to bring it to a certain point to earn it" collectibles, and not only are they color-coded so you know which are which, but there are also marked zones where you won't die, but the Celeste-style collectible's position will reset if you touch them. Only issue I had was that it was kinda too hard to hit the blue spheres in the second bonus level sometimes. Still, I highly recommend this demo.
A simple platformer where you control two characters at once and have to get them together. A surprising amount of levels are disappointingly symmetrical, and all levels only barely give you enough time to beat them, but overall, it's okay for a free demo.
Out of all my demo recommendations, this is the one I'm the most conflicted about. Sure, the levels are well-designed and challenging to the point where I almost wishlisted the game (something I only do for the best few of my recommendations), but the bosses go on for far too long given how difficult they are and the fact that you die in one hit. If their phases were broken up by a checkpoint or two, they wouldn't be too bad as well, but as is, you have to slog through their entire first (and sometimes second) phase every time you make a single mistake on their final phase. Plus, I'm pretty sure the white box mini-boss in the tower eventually moves too fast to react to, meaning you have to guess which attack it'll do and get lucky enough times to kill it. The dev promised that there would be an update to nerf the bosses, but said update is yet to materialize, so if you try it out and give up on one of the bosses, I don't blame you. I myself almost gave up on Morose (the demo's last boss) because its final phase shoots a flame pillar downward and then slides over to the pit on the side for longer than your double-jump lets you hover; turns out, this hazard is the only one in the entire demo that goes a bit transparent to indicate temporary harmlessness, and it's introduced very abruptly at the tail end of a long and difficult boss fight. In all honesty, the only reason I didn't give up at this part is because I used my newfound modding knowledge to change the boss's starting HP and phase--effectively giving me the checkpoint it should've had in the first place--which allowed me the breathing room needed to figure out what was going wrong with that flame pillar attack.
Monochrome graphics can work, but in this game, it makes the basic spike sprites not stand out well against the basic platform sprites and basic background sprites. It's not so bad that you can't spot them if you know what to watch out for, but you have to be actively watching out for them. Also, some levels limit your vision too much and you have to rely on the shine of the crystal items to know where you can jump safely, but other than that, it's an okay little platformer.
Its ice physics are hard to get used to, and there was one spot where the interactable rope you need to swing on blended in with the background ropes beside it, but despite not having any enemies or moving hazards at all, this demo still has some pretty fun platforming. It only has, like, one music track, though, but it avoids repetition by…having parts that don't play any music at all.
Shoot 'em Ups
and one top-down shooter...and a Starfox 64 clone
A rare shmup that has checkpoints and infinite continues so you don't have to choose between no consequences or starting the whole game over! No bombs though; just a shield that lasts maybe not quite long enough, and some checkpoints can be a bit too far apart if you play on harder difficulties (normal mode was fine with checkpoints).
Top-down run & gun where the right stick aims your cat allies' shots separately from where you're shooting, though it's kinda hard to take advantage of it and they can only shoot in the four cardinal directions, and the demo doesn't really take full advantage of that mechanic anyway. The dialogue is only in Japanese, but you don't need to know Japanese to figure out how to play: light the lanterns to unlock the exit, then find said exit. You have something that's kinda like a map screen, but it only shows the location of lanterns rather than actually mapping out the level to show how to get there, but that's not a huge issue. Bosses also die a bit too quickly, but that's better than them being damage sponges.
I have strong reservations about the developers naming their studio after my absolute most hated game design decision, but despite the demo having some cheap hits every now and then, enemies are always spamming health pickups when they die, so you'll never really get much of a chance to put the game's checkpoint placement to the test. Also, some of the weapons you get from beating bosses aren't very useful. The variety of enemies and shot patterns help make up for its shortcomings, though.
This bullet hell is HEAVILY reminiscent of games like Raiden Trad, and the demo only has a grand total of one level, but it's a pretty decent level.
Once again, the demo only has a single level, so I can't say whether or not the full game has a decent continue system (though given the fact it's an NES ROM, things aren't looking too favorable in the continue department), but once again, the single level in question is well made with decent enemy variety and fun shooting mechanics.
This is an okay (if cheap-feeling) Starfox 64 clone. The only issues I had were in the city level: the rockets and floating hand robots are damage sponges, and the giantess boss's weak points are surprisingly hard to hit despite how big they appear.
Others
When there's not enough to give them their own section
Top down zeldaclone but you aim your sword with the right stick and your sword attacks automatically with a gratuitous quarter-second delay. It also has hack-'n'-slash-style lockdown enemy waves IN THE OVERWORLD, and the demo is time-limited, so if there's a jump you can't make on your first try, just leave it behind and go somewhere else.
A simplistic hack 'n' slash with your standard lockdown enemy waves along with some simple platforming to help break up the monotony. The game saves your progress at checkpoints and lets you exit/retry levels from said checkpoints, though you do get a ranking penalty for doing so. Despite this penalty, the demo ends halfway through the second level and FORCES you to exit prematurely, which is…annoying. I also thought it was awkward that RB is for both melee AND ranged attacks, with the game making you push LB to switch between them, rather than doing the much less convoluted and more intuitive method of moving melee attacks to the X button, which is otherwise only used for talking to NPCs!

An okay boss rush game with a decent variety of boss attacks, but the blatantly-machine-translated script is hard to understand sometimes.
A simple rhythm game where you move across paths to the beat, sometimes having to double-back if you need to land on the same panel more than once. I thought it would be more puzzle-focused than it is, but the only two times I was stumped were because the game doesn't make things clear:
1) The wording of the yellow panel tutorial is awkward, so I ended up having to rewatch the trailer to figure out that you need to wait on them for a beat before you can progress without immediately failing.
2) Challenge level 2 has a horizontal path that goes in front of the goal, and I though this meant it moved past the goal to the panel on the other side (it wouldn't be the first time some paths are longer than others or cross through other paths), but no: it actually dead-ends at the goal despite not visually doing so, meaning if you try to cross it before clearing all the panels, you just lose outright without any feedback on what you did wrong, just like when you move off of the yellow panels too early.
Also, the ear-piercing segment that you have to do when you run out of continues is quite finicky and unresponsive. Also also, the game has limited continues unless you play on an easier difficulty.
I know I said no more puzzle games last time, but part of me always wants to give them another chance, and thankfully, this one manages to have a couple tricky puzzles while also only ever requiring knowledge that the game has taught you beforehand; no moon logic or other unintuitive stuff. That's on top of the fact it has relatively unique mechanics, too (or at least I can't think of another game that does this).
Got this when it was free on Epic, but put it off because the cutscenes were too long for my tastes. Finally went back and started chipping away at it, and now I’ve 100%ed the game at last.

This is a hybrid Visual Novel+Picross/Nonograms game. It’s themed around being a detective and solving a murder, but all the evidence-gathering is just a cursor you slide around until it starts beeping, at which point you click to get sent to a picross puzzle. The rest of the detective work is either done by the characters for you, or you get a choice of three options, being looped back to the choice if you pick the wrong one. On one hand, you really need to be into the story to enjoy the game due to how big a part the Visual Novel segments are, but at the same time, if you’re hoping for more substantial detective-style gameplay, you’ll be disappointed.
The picross puzzles are all standard. No special or unique gimmicks here; it’s mostly just your average 10x10 or 15x15 boards, with the most it deviates being something like having a 5x10 board or 15x10. Near the end, you’ll get a few 20x15 boards (most of which are optional), but that’s as far as it goes.
The story itself is okay. Normally, I wouldn’t bring up story since gameplay is the most important part of games, but 1) it really is a huge part of this game in particular, maybe even more so than the nonograms, and 2) it really bothered me how heavy-handed the game can be with its foreshadowing, to the point it kinda makes the characters look stupid sometimes. For example, in the first chapter, you find out that one of the suspects planted a tape recorder that captured the audio of the murder, and it’s pretty obvious that this guy wasn’t the killer, but the game keeps looping you back to that dialogue choice until you finally accuse him and–surprise surprise–it wasn’t him. Then, in chapter four, one of the suspects asks “Am I a suspect?” because he wants to leave, and I was just like “Yes you are; it was YOUR memento we found near the body, and the other two suspects don’t exactly have the physique needed to beat someone up,” but then the characters are all like “Nah, you can go” without the game even giving you so much as a fake choice like last time. Guess who the killer was.
Overall, it’s okay, but you need to be someone who really gets into the story to fully enjoy this game (but not get into it so much that you notice the plot contrivances). If it sounds appealing and you missed the Epic giveaway, get it on sale.

Despite the name, this is a twin-stick shoot-em-up with zero ledge-hopping–or even regular hopping!!–throughout its entire five-level campaign (there are a few ledges in the game, but they all just act the same as your standard walls). Left stick moves, right stick aims, RT shoots (main gun has infinite ammo), and X summons a force-field that can do a couple different things: tap X and it’ll reflect bullets (uses less energy), or hold X and it’ll chain-absorb enemy bullets (uses more energy) which lets you shoot them back at your own pace. This means that, although the game can often get close to bullet-hell territory, you can easily push the X button to stop the series of bullets coming your way, giving you plenty of room and time to shoot back as said bullets get absorbed by you. Your ammo for those special bullets is based on how much of them you absorb, and pushing LB/RB cycles between your current weapon so you can save them for later. Lastly, you can also push LT to spend some slowly-regenerating stamina to do a dodge, but since this move also makes your character spin around and shoot a bunch, the tutorial introduces it as a special attack, so I thought “I should save this for bosses” and then kinda forgot about it, even though most of the items dropped by enemies recover this very resource.
Oh, the game also powers-up your shot if you hit the button on time with the rhythm-meter at the top of the screen, but I ignored that entirely for the whole game and still beat the game just fine. Sure, I died two or three times, but that was more because I kept forgetting about the dodge move.
Although the level design is fairly simple, enemy placement and bullet patterns are what make the game fun to play. There are standard patterns like five way spreads and bullets in a circle-formation moving outward from enemies, but there are also some more unique ones like an enemy that’ll shoot ice walls in a pincer-shape to trap you in a smaller area for several seconds. The only attack-type I didn’t like are the lasers because 1) they shoot instantly, and 2) the red light-beams that are supposed to serve as the lasers’ warnings are finicky and unreliable. That said, I did realize just now that I played the outdated 2019 version of the game, so hopefully that’s something that got fixed in the 2025 version.
Even if it wasn’t, though, the game is still more than worth its one dollar base price, and if you got that 1700+ itch.io bundle from six years ago, you don’t even have to pay that much because you already have it. Easily recommended. You can buy it here: https://chairgtables.itch.io/superledgehop
Although DOGS THROWING SWORDS II: Three Barks To The Wind was in that 1700+ itch.io bundle from six years ago, I checked the page recently to see if it had been updated since I downloaded it and I noticed it had gone free to play. For that price, it’s a pretty decent–albeit short and basic–shoot-em-up. The second (final) boss is the same as the first, but there’s still variety since the arena now has spikes you have to avoid. The levels could scroll a bit faster and the enemies maybe take a bit too long to die sometimes, but it’s a solid game overall, and I recommend it. You can download it here: https://itsmelilyv.itch.io/dogsthrowingswords2
I also recently learned that if a game on your wishlist goes free-to-play, Steam does NOT send you an email like they do when it gets discounted; I had to find this out from that “Free 2 Plays That Were Once Buyable” thread:
Platformer. Standard left/right movement, jump, and wall-jump.
As I said when I posted about its demo, the controls are responsive and the level design is decent, with frequent checkpoints and fair enemies (except the torches in world 2; those things do NOT look like hazards!). Also, although berries are needed to unlock four bonus levels, and the only way to get enough berries for them is to beat previous levels fast enough, the entire main campaign can be finished just by beating the levels normally. Problem there is that the entire main campaign is only 42 minutes long, and that’s going based on Steam’s timer; the in-game timer that only measures level playtime had me at slightly less than 21 minutes. Plus, you don’t unlock berry levels by simply obtaining the amount shown on them; you have to SPEND that many berries to unlock them individually, and although you get 25 berries for each level you B rank, you’re also just as likely to get a C rank on your first play-through of a level, which gives you zero berries.
On top of this, although the levels in world 1, 2, and 4 cost between 125 and 150 berries each to unlock, the dev(s) randomly decided to make the one in world 3 cost a whopping 225 berries! When I beat the game, I had enough for the other three (again, combined ‘cuz you have to spend the berries), but I didn’t have enough for that one, so I just edited my save file to change the level’s unlock status from false to true, and you know what? None of the berry levels are that much harder or more special compared to the levels in the main campaign. I was disappointed.
After you beat those four berry-locked levels, you unlock four more levels that ARE supposed to be much harder, and you know what? They’re not. Beat them and you’ve beaten every level in the game…in 54 minutes, not even half of the Steam refund window. There isn’t even a level editor despite the lack of content and despite the game’s story being about spreading the joy of creating your own Worlds. It feels like there were bigger plans for this game that fell through, or that the dev(s) focused too much on appealing to speedrunners that they didn’t put enough effort into appealing to casual players.
By the way, even after beating all of those extra levels, I still didn’t have the 225 berries needed to unlock the world 3 berry level that I cheated to access.
Still, the game is pretty good overall, especially for free, and even if you don’t cheat to unlock a berry level like I did, you can still have a decent (if slightly disappointing) time just playing through the main campaign and leaving it at that. Recommended.
P.S. I will say, though: I’m convinced that it’s impossible to get to 4-3 from 4-2. The glass platform reforms too quickly for you to get the height needed to boost from the portal; I always either didn’t have enough height or I hit my head on the glass as soon as it reformed. The only way I finally reached 4-3 was by backtracking from the start of the world and going past 4-4.
This game was really close to being a great free shoot-em-up, but it makes a few notable missteps. First, although the game sets you back to a checkpoint when you die (in one hit), the game still has the gall to have limited lives (max you can set is 9). Also, although Training Mode lets you play any stage from the get go without having to reach it in Arcade Mode first, it still only lets you play a level from the start or from the boss rather than let you retry from any specific checkpoint between them. Sure, you can get around this by going to your AppData/Local/The_Rush_Laptop folder and opening the game’s settings file in Notepad to give yourself 999 lives, but this obviously wasn’t intended; the game was meant to be tedious for no reason, and it kills me that so many Shmups do this. Second, bullets can be kinda hard to see sometimes, especially since I’m pretty sure they get drawn behind your own bullets, so a lot of your deaths will be from shots you didn’t even see, and trying to do a blind play-through of Arcade Mode legitimately will get you a game over on level 2 or 3 (out of 8). Third, some of the enemies and hazards require trial-and-error before you’ll understand how they operate, like how the stage 4 boss shoots directly at you for every shot you land on it (something that nothing else in the game will do) or how level 7 has gates suddenly close when they reach specific points in the autoscroll (not always the same points that previous gates closed at).
Overall, there’s a lot of good here, especially for a free game, but the missteps still make it kinda hard to recommend.
First-person platformer. Standard left stick to walk and right stick to look around, A button double-jumps, RT fires your freeze-gun (which you only get if you go through the tutorial) though the lack of reticle makes it hard to aim, Y advances dialogue, and RB toggles a mode where you move faster but constantly bounce. If you freeze a moving platform, jumping off of it will launch you in the direction that platform was moving when you froze it, which is an interesting concept, but it really just makes it kinda annoying to make the long jumps you’re expected to, especially when you only barely miss reaching the next platform despite having toggled on the fast-moving bouncing mode and double-jumped. Making those jumps feels a bit more like luck than skill.
Level design is pretty good. Checkpoints are frequent and hazards are fair. Only issues I had besides the aforementioned launch mechanic is that hazards can sometimes unfreeze faster than you expect and kill you when you’ve just moved past them and can’t see them anymore, and also the fact that frozen hazards still deal contact damage, but both of those are things you can get used to.
It’s also worth mentioning that the game ends very abruptly. The protagonist finds a picture of people who “look familiar,” and then nothing ever comes of that. Near the end, the protagonist mentions that she doesn’t sense what she’s looking for nearby, but then ten seconds later, you enter a door and find exactly that and the credits show up and you’re back to the title screen. It definitely feels like there were bigger plans for this game that fell through, and the demo for its sequel has an entirely new cast of characters, so unless I missed a hidden Easter egg somewhere, the questions raised by this game will remain unanswered (the secret area shown in the game’s only Steam Guide just raises more questions).
Overall, it’s okay for a free game, so I can recommend it.
Seems like the dev is more or less done updating this game, so I’ll go ahead and make my post.
This game combines overworld RPG exploration with real-time twin-stick battles, but you mostly only have a melee sword attack. There are a couple battles around the middle (and one part of the final boss’s fight) where you actually shoot, but it’s mostly a twin-stick slasher rather than a twin-stick shooter. It has clear Undertale inspiration, but it doesn’t quite play like Undertale since 1) battles are entirely real time, without any turn-based elements, and 2) you don’t have the option of placating enemies; only attacking them. Also, the overworld sometimes has easy block-pushing segments, but there are only three of them in total (one of which is for an optional segment), so it’s not so much a gameplay focus as much as it’s just there to break up the monotony of the RPG exploration.
The game is fairly short; its description claims the game will last around 60-120 minutes, but I must be slow because I reached the two-hour mark when I first beat the game despite picking up from my demo save. Either way, my point is that its short length results in a steep difficulty curve. Even in the demo, I noticed that its last battle (the bit-matching segment) was quite a bit harder than what came before, but the first battle after the demo (immediately after the unnecessarily tedious password-brute-forcing) already reaches the point where it requires some trial and error to avoid everything. The battle after that one is actually easier on account of being fair, and besides the final boss, the only battles left are two optional ones. The hardest one of those, the White Knight, is chock full of cheap shots, and although the dev claims that it’s possible to avoid all of its attacks and beat the boss without taking any damage, I’m not entirely convinced. Plus, if you’re an achievement hunter, you might like to know that the only way to get one of the game’s achievements is not only to beat the game after having defeated the White Knight, but to do so WITHOUT having beaten the other, easier optional boss, as that will lock you into the True Ending which has its own achievement. I definitely recommend following the spoiler-free All achievements and endings guide instead of doing a blind playthrough if you want all the achievements.
Overall, the game can be kinda rough in spots, but it’s also free, so I can recommend it.

This platformer is okay for the most part, but it’s not quite on par with the two games I posted about previously. There are a few times where the game makes you time jumps from moving platforms that also have springs on them, so you have to wait a bit for the platform’s movement to line up with the springboard’s constant bouncing of you. Plus, it has a couple minor issues, like how signs don’t always change your actions at the same points as other signs (though this never caused any cheap deaths for me) or how you can’t use up on the arrow keys to perform your equipped aciton like you can with the W key for WASD, but overall, it’s okay, and I can recommend it since it’s free. You can play it here: https://jefry-umanzor.itch.io/duckbert

This bullet hell, on the other hand, is really well made. The game’s defining feature is that you can “steal” from yellow sparkling enemies by pushing the X key near them when your meter is full. You’re told that doing this makes the game harder–which it does (mostly more projectiles, though some of them move a bit faster–but never so fast that you can’t react to them)–but you’re never told that this is also how you upgrade your weapon, nor are you told that this move can also be used to clear away nearby bullets. On my first playthrough, I didn’t steal anything so that I could better see how the difficulty ramped up, and while it did take a bit too long to kill the final boss, it was still pretty fun. On my second playthrough, I found out that getting hit lowers your weapon power and thus the difficulty, which is a bit frustrating since I mainly only got hit while trying to get close enough to a sparkling enemy to steal from them. I also found out the difficulty/weapon-power doesn’t go above three stars, so you can hang back once you get that far. Still, the extra projectiles and faster boss deaths helped keep the harder difficulty feeling fresh while the game overall was still very fair, and on top of everything else, this game is also free, so I highly recommend it. You can play it here: https://doctor-succubus.itch.io/gotcha-gun

Celeste clone; just has left/right movement, jumping, and wall-jumping. Movement momentum can be a bit finicky, but the level design still manages to be challenging without being overbearing. The game is a bit nonlinear, but due to its short length, that pretty much just means two paths that loop back in on themselves. Unlike Celeste and many of its clones, there’s no set level end; the goal is to collect what would be the optional items in other Celeste clones, then return back to the start, and the ending you get depends on how many of them you got. The game never explicitly says that you have X/X crystal orbs, nor does it even have some sort of cue for when you get them all, but again, due to its short length, it’s not hard to tell when you’ve got them all and can go back to get the best ending.
Also, it’s free, so I can recommend it. You can play it here: https://creamsicle42.itch.io/gravity-acolyte
Stumbled across another great free itch.io game just now:

Platformer. Left/right arrow keys move, spacebar jumps, and after a few screens, you get the ability to possess in-range enemies by pushing the Z key. It takes a bit of getting-used-to since the main block enemies won’t let you move when you are one, so you have to make sure to trigger their movement and then possess them so they carry you safely past spikes. Also, the only other enemy type (the moving circles) will kill themselves and you if they touch a wall while you are one, but everything else about the game is responsive and intuitive. The level design also has a lot of tricky jumps while still being fair. Highly recommended. You can play it here: https://lightpotato.itch.io/parasitism

Puzzle game. Each container is a grid of varying shape/size, and you have to put all the items (also of varying shapes/sizes) into them. You also have weight limits for each container, so you’ll sometimes have to decide between increasing an object’s size to reduce its weight or making it heavier so it’ll be smaller. Also, most levels have space left over once you’ve gotten everything in, so you can add extra candies into them to get more points (larger candies are worth more points), and getting enough points is how you get three stars (the game never tells you the target score, but the star fills up as more candies are added, and it becomes brighter once you’ve reached the threshold).
The difficulty curve is inconsistent. One level will be tricky to get all three stars, and the next you’ll get them all really quickly, almost by accident. The game also has a whole two levels where you’re not supposed to put specific items in the same container before the game gives up on that gimmick, but since it’s free, I can recommend it for the tricky puzzles it does have. You can play it here: https://legoliomanikas.itch.io/scale-mail
P.S. I did notice that it has an expanded version on Steam, but between the issues with the free version and the fact that the store page says there are only nine more levels in the paid version, I don’t think it’s for me.
| 899 | games (+9 not categorized yet) |
| 0% | never played |
| 0% | unfinished |
| 52% | beaten |
| 3% | completed |
| 44% | won't play |



















