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!
I finally stumbled across another free game that’s worth playing:
Platformer. Standard left/right movement and jump, X does a short-range punch, B shoots a long-range projectile (costs ammo but quickly refills over a few seconds), and R does a dash move that lets you go through hazards. Movement does have a bit of momentum, but besides that, controls are responsive and intuitive (though you might get shoot and dash mixed up at first). You also get a couple extra mechanics as you progress, like pushing down to do a ground-pound. My only issue here is that, sometimes, a mechanic doesn’t get used much for a while, so you forget about it when it needs to be used again, such as running (hold R) or how you can still bounce on rocks by punching them or dashing into them instead of only being able to do a ground-pound on top of them to bounce.
Level design is also really good. 20 levels may not seem like much, but they’re pretty meaty while still having frequent checkpoints so you don’t have to redo too much after dying. Plus, there are several optional levels, including Challenge levels that have redesigned rooms from each world to make them harder. You unlock these levels by collecting coins or hitting a special switch in the main levels, but you don’t have to worry about them being hidden too well; even before I bought the Coin Radar, I always managed to find every coin and switch on my first run through (except the first coin in level 3-1, whose path I spotted on my second go–again, without the radar). Plus, it’s always obvious which split-path will lead to the coin/switch due to said path being blatantly more difficult (such as a flat path vs. a trail of apples you need to melee-attack-bounce across).
The only issue here is that the game isn’t always good at conveying information to the player. Some walls you can wall-jump on whereas some you can’t, but the distinction isn’t always clear, especially in world 3 (which is monochrome). I kept thinking I needed to use a balloon to get the second coin in level 3-2, but it would always pop at the on/off electric barrier, even when the barrier was off. It took a couple deaths before I noticed the wall suddenly becomes wall-jump-able at that point, meaning I didn’t need the balloon at all. Plus, the Wild House (world 3 bonus level) has a section where you can “only dash”, except the second room of that section is extremely difficult to get through using only the dash move. Turns out, you’re also allowed bounce on objects with your melee attack while in midair (but not while standing on the ground; that mechanic was disabled like the others).
One last thing: sometimes, the difficulty goes overboard, but even here, you have a health bar that you can upgrade with in-game currency, so a few mistakes or cheap hits won’t always punish you (and there’s an Assist Mode, but I never used it; never had to).
Still, the game is pretty good overall–especially since it’s free–so I highly recommend it.
I’ve got a few more free games to recommend:
VANTAGE MASTER ONLINE: Turn-based tactics, free download on Falcom’s own website. It has an offline single-player campaign, but despite varied level design, it’s extremely obvious that the maps are built around multiplayer (which can also be done offline, by the way), resulting in the difficulty curve being wonky and certain mechanics not being made clear. Some levels are so hard, you’ll swear the only way to beat them is to get lucky, then they’ll immediately be followed by levels you’ll beat on your first try. Also, some cutscene text doesn’t display properly on modern computers, but it’s nothing important. Still, I did manage to beat the main campaign, so I can give it a tacit recommendation for any tactics fans reading this–especially if you know anyone you can play it with in multiplayer–but I admit I didn’t beat Expert Mode. I made it past a few levels, but the difficulty curve in Expert Mode is a result of your opponent having more and more max MP than you, meaning the only way to win is to know which low- to mid-level summons can hold their own against high-level summons, and this is something the main game absolutely does not prepare you for (and no, type-weaknesses aren’t a surefire bet for this). I didn’t feel like doing a free battle just to chart combat results for each possible matchup, so I stopped playing.
ISLETS: Metroidvania, went free on Epic a while back. I’m not the biggest metroidvania fan due to the backtracking and tendency for bland level design, and there are moments in this game where you might end up fighting your way to a progression roadblock and be forced to double-back, but the game does start to pick up after a while. Some bosses have a cheap attack or two that’ll catch you off guard on your first try and require memorization to avoid damage, but they’re mostly fine. I do remember the final boss taking things a bit too far, though. The game’s base price of $20 is also a bit much, but if you got it when it was free on Epic, it’s definitely worth a playthrough.
IFRIT: SHMUP, free download on Zac Soft’s own website (LZH files can be opened with 7zip) (English patch here). If you have a high-refresh-rate monitor, you’ll need to turn on VSYNC in the options so the game doesn’t run too fast. The level design is solid and the game saves after each level, so if you’re having trouble, you know you’ll be able to try again with a fresh set of 3 lives. The third level arguably gets too crowded with asteroids, but that’s its only real issue. Once you get past that level…you’ve beaten the game, but you can keep going for another loop where enemies shoot more projectiles. I thought it’d be like Gradius Rebirth where there’d be an ending after the second loop, but the game instead started a third loop that didn’t seem all that different from the second loop, so I decided I had beaten the game and stopped playing. Still, it’s a pretty good little game, if a bit derivative, and a nice change of pace from all those SHMUPs that arbitrarily decide you have to start the whole game over if you lose too many times. It’s worth checking out both if you like SHMUPs and if you haven’t tried one yet and are curious about them.
ORBOX C: Ice-sliding-style block puzzle, free on Flashpoint because it’s an Adobe Flash game. It may take a while for the challenge to pick up, but it does manage to have a bunch of tricky puzzles. Besides that, the only issue are the time-bombs that count down in real-time instead of per-move, making certain levels more action-oriented than puzzle-oriented, but it’s still not too bad. The only part that really bothered me is how the game introduces a bunch of different types of objectives, such as “break all the ice blocks,” but only has ONE level with ice blocks where you don’t have to do that (and it’s in late-game, too). I spent way too long trying to figure out how I was supposed to break them all before I happened to glance at the HUD and noticed it wasn’t among the list of required objectives. Still, the game is overall pretty good, especially for a free game, so I definitely recommend trying it out.
The original Orbox is just okay, though it also has plenty of tricky puzzles, and I’m yet to play Orbox B. Both are also free on Flashpoint, by the way.
JACK THE REAPER DEMO: Platformer, and this is the main reason I decided to come back and make another post. See, when I went to check if the full game came out (it didn’t and never will, unfortunately), I happened to notice the demo’s original download link on TIGSource Forums had died and that at least one person was asking for it, so I decided to reupload it for that user and anyone else who was interested. Problem is, when I tried to play it again afterward, the game started crashing each time it loaded a level, which didn’t happen before. I tried a bunch of stuff (starting a new game, not skipping cutscenes, etc.), but the only thing that finally got it somewhat working was re-extracting the exact same files I had zipped and uploaded, unmodified, into a different folder, but even then: it wouldn’t load music or my save data, so I had to beat the whole game in one sitting (additional re-extraction attempts of THE EXACT SAME FILES resulted in the earlier crashing happening again). I’m hoping whatever the problem is, it’s on my end and the game still works for you, because this game doesn’t deserve to become lost media. Do let me know if you can start playing a level without the game crashing, because this has been eating me up inside for the past couple days.
Anyway, standard left/right movement and jump, and you attack with a short-range scythe that has a brief-but-noticeable delay between attacks (which is especially irritating during bosses that make you wait for their weak point to be revealed). However, some enemies drop bubbles that you can collect to change your attack (many of which let you attack much more rapidly, thankfully). It’s not unlike Kirby’s copy abilities, and in fact, one of the upgrades you unlock lets you equip two powers at once for a new combined power, similar to Kirby 64. The soundtrack–which you can listen to externally with PXTone–is also reminiscent of Kirby and is pretty good (only a few duds in the mix despite 53 unique tracks). You also have a dodge button (for around half a second, you’re locked in place and become invincible), which the dev pleads with you not to forget about…because its rarely useful. There are a few times (mostly boss fights) where you HAVE to use the dodge move to avoid damage, but each instance where dodging is required is separated by about a dozen levels where dodging isn’t remotely worthwhile, so yeah, you WILL forget about it and wonder what you’re expected to do.
Level design is generally pretty good and varied, but there are some moments where the quality dips. Notably, there are a few places that are just flat stretches with enemies, and when an enemy explodes on death, they can briefly obscure other enemies. Not too hard if you happen to have the shield power, but it’s a mess without it. On that note, it feels like a lot of the game just wasn’t designed around NOT having a power and needing to rely on your default scythe. For the most part, it doesn’t take long until you kill an enemy that gives you another power, but it can be quite hard to figure out how to avoid enemy attacks while you get there. For example, it’s one thing to have that early level where you need to use the speed-up power to get over those first few walls; that part’s fine, but some levels have short hallways where you can’t jump over the enemies’ projectiles, so there’s no way to avoid getting hit if you don’t happen to have the shield ability–oh wait, I forgot about the dodge move again; nevermind. That said, there’s one part where fireballs descend from above every so often, and you have to wait under yellow platforms to avoid them (you might also be able to use the dodge move, IDK)…but on top of said yellow platforms not exactly standing out too well, there are also flame maidens that pop out of pipes to block you for a second or two, and if they desync with the sky fireballs, you might be forced to take a hit to progress. There’s also one brief vertical shaft where you have to use your hover power to stay on an upward-moving gust-orb-platform thing, but the hazards in the shaft seem placed haphazardly, and their movements can easily result in patterns you can’t avoid (and I don’t know if you can dodge past them, either, due to hovering being required).
Oh, and the underwater level could’ve been clearer on the fact that you have to collect a few things before it’ll let you progress, or even attack again (not to mention what exactly you need to look for since the tiny sparkle effect looks more like visual flair than a clue).
The game opens with a message talking about how it’s hard, but as stated before: as long as you keep a power or two with you, the levels aren’t too difficult and are pretty fun for the most part. Even if you die and lose your powers against a kinda-cheap boss, you can always go back to a shop and spend very little in-game currency to get a power or two back, and that’s not counting other items like revive-on-death and heal-yourself-five-times items, which are more expensive but still cost way less than how much money you’ll have (the actually-expensive scythe-upgrades aren’t worth it because they’re also temporary). Instead, you’ll find out that the game’s opening message is referring to artificial difficulty: you have a set number of lives and can only get more by collecting enough of the gems that drop from defeated enemies; if you run out of lives, you’re sent back to the previous auto-save point, which can sometimes be one or two levels before the one you died at! I only got Game Over once, but having to redo the motorcycle level and the first ruins level just to get back to the chase segment where I had fallen into an instant-death pit four times…wasn’t very fun. Plus, levels themselves can be a touch on the long side, and they only have one checkpoint at best (many have zero checkpoints).
…Okay, so I’m still not great at illustrating a game’s positive aspects, and I’ll admit I’d be more hesitant to recommend this game if it cost money, but still: the amount of content you get in what was originally a free demo is unparalleled, and while there are a bunch of problems, the game is also very polished (albeit unstable) and has plenty of good levels as well. If you like platformers and can get the game working, I definitely say give it a try.
Oh cool, I didn’t get kicked for inactivity yet. Let’s see if I can keep it that way.
Roguelite. Left/right move, A double-jumps, X attacks, Y uses your equipped magic attack, B dashes, R interacts (when applicable), and L uses a healing potion. This takes the Rogue Legacy approach of haivng pre-designed rooms chosen at random instead of true procedural generation, but keep in mind the game is still very linear: levels are never much bigger than 5x5 rooms, and you’re always looking for the specific door-room that leads to the next level. You can buy permanent upgrades and rescue prisoners who will offer free equipment for the start of all your future runs, but besides that, this is one of those “back to the beginning” roguelites where you have to replay every level and boss to get back to where you were, and if you’ve never liked that, this game won’t change your mind. Technically, the game does have checkpoints, but you don’t get one until after beating the third boss…and it only lets you start future runs right after the first boss (same for beating the 4th to get a checkpoint right after the 2nd), so you still have to play 60% of the game in a row at minimum to beat the game.
However, while I really wasn’t a fan of the game’s checkpoint system, I should give it praise for getting almost everything else right, including stuff I haven’t seen another game get right in a long time. Controls are solid (there’s a bit of momentum when you stop, but the platforming challenges never get precise enough for it to be an issue), healing potions work instantly without interrupting you (no forced delay/movement-hinderances like Dark Souls, etc. have), and enemies/bosses are rather fairly designed so no matter how the RNG plays out with your equipment, you can always reliably take them down. I even beat the final boss the first time I made it there. Also, when you hit-stun an enemy, they actually stay hit-stunned as long as you keep up the pressure; no abrupt breaking out of it like I’ve seen other games do. But the part I really want to praise: you can walk forward while attacking! I can’t remember the last game of this ilk that actually lets you do this. In other words, if a hit-stunned enemy is about to be pushed out of your attack range before dying, you can just…move forward…without stopping your attacks. It’s beautiful. Sadly, you can’t dash out of your attack animations, but I guess nothing’s perfect.
Unfortunately, the game does have some of what would otherwise have been minor issues that–when combined with the checkpoint system–are gonna make you wanna prioritize health and defense upgrades before any others, assuming you don’t just give up outright. Hurtboxes for certain attacks can hang around just a bit longer than it looks like they should; some attacks (flying enemies preparing projectiles) have foreshadow animations that are so long, they loop back around to not having any; a few foreshadow animations can be ambiguous as to how the attack will play out, meaning you can’t really react to them on your first encounter; dark rooms make it harder to see certain projectiles or red light on the ground that indicates an attack coming from the floor; and of course, there’s my old pet peeve of level design needing to flatten itself out to accommodate the more hack-‘n’-slash-y enemies who aren’t really designed around you being able to take on more than one or two at a time, but the game still occasionally spawns incompatible ones in the same spot. Magic could help due to its range, but once your magic meter is empty, that’s it unless you stumble across low-spawn-rate magic potions or a magic-recharge station. On top of this, when you kill an enemy, you actually do have an extra delay added to that specific attack, which–depending on your equipment–absolutely means the difference between keeping the other nearby enemy hit-stunned or said enemy getting a hit off on you. The worst is when you finally make it to the fifth zone and encounter red-light areas that slow your movement. They’re not like water–you can still only double jump–but both horizontal and vertical movement is slowed greatly, making it (next to) impossible to avoid certain enemy attacks (particularly the ones that just summon hazards near you, regardless of your or their positions). Honestly, this issue by itself made me second-guess my recommendation.
Still, the game is pretty good overall if you don’t mind the game’s checkpoint system. If you like these types of roguelites, you’ll probably enjoy this game, too.
I looked through a bunch of the recent Next Fest demos, and here are the ones I found worth checking out:
Platformers:
Physics are kinda wonky sometimes (even getting me killed once), but the game shows promise.
Solid platformer. Doesn’t do much unique, but does it well. Almost flawless.
Killing enemies to charge the higher-jump is odd, but the teleport-gun has solid implementation.
Another quality title with a well-implemented gimmick. The escape level gets close to being too long without a checkpoint, though.
The wing-boost (midair-jump) takes some getting-used-to, but the demo only has four short levels, so you won’t. Still okay, though.
SHMUPs:
Decent bullet hell, though the demo’s last boss started to breach unfair territory.
Bullet hell, but almost nothing is unfair (at least on Normal mode), and the demo has 13 two-phase bosses!
Promises different paths for each character, but the demo only has one level (the same for each one). It’s an okay level, though.
I decided to see what new prologues were out on Steam since last I checked, and I found a couple that were pretty fun:
Dark Gravity Prologue: SHMUP. Standard movement, RT shoots, RB toggles auto-fire, LT shoots your secondary weapon (has ammo but slowly refills when not in use), and the A button dodges. Most shot patterns can be avoided just fine with basic movement (at least on Normal mode), but there are still a few where you need to use the dodge button. Also, even after going through the tutorials, it’s easy to forget about your secondary weapon.
The prologue has four levels, but one of them is in a branching path, and the game won’t let you go back to the other level once you’ve made your choice; the only way to play the other one is if you start a new campaign and replay the first level again. You also get to see a preview of the main game’s campaign paths, which is how I know you have to play through half of the main game three times in order to unlock all the levels.
Once you do, though, you can play them in Single Mission mode in any order and on any difficulty, even if you only played the campaign on normal mode. That’s how I tried out hard mode: it has the same number of enemies in the same formations at the same locations, but they shoot more projectiles, requiring the dodge mechanic a lot more. Some levels also have an extra boss/phase at the end; level 1 and 2a were fine for the most part, but 2b’s additional boss had some cheap laser attacks, so I stopped playing when I lost there. Still, normal mode is worth playing through, so I can recommend it.
BioGun Clinical Trial: Twin-stick Metroidvania. Left stick moves, right stick shoots, and LB jumps. As with any Metroidvania, you’ll get upgrades as you progress, such as dashing (RB), hovering (LT, but can be changed to the jump button in the options), and a stronger, longer-range gun that uses ammo (RT). The game has that “hold a button to heal after a delay” mechanic that I hate, and you can’t even move while healing unless you buy a specific upgrade and have it take up your lone upgrade slot (which can only be swapped out at save points). Once again, a game invents a problem and sells the solution instead of doing things right from the get-go. This type of stuff is why I’ll never understand the player-side popularity of RPG mechanics: pay-to-win was always its logical conclusion!
Level design is okay, though I could easily see the full version ending up as one of those games that doesn’t really have much of a difficulty curve. Enemies have fair attack patterns and no stage hazards will catch you off guard, but there weren’t many parts I had trouble with outside bosses, which can have some cheap hits (like the fish that’ll charge at you, even if you’re on the lower level where the ceiling is too low to jump over it). There’s even an optional boss placed before you get the long-range gun, and IIRC this part is right before a shaft that you can’t jump back up, so you can’t exactly go back for it afterward. Plus, the boss itself keeps spamming swarms of the bug enemies–too many to fight off and get many hits in before the next group spawn. Still, what’s here is fine for being free, so I think it’s worth checking out.
Just beat Ninja Senki (not DX, but the free original version), and it’s okay for a free platformer. Controls are fine and level design is decent for the most part, but the game can be pretty repetitive at times (literally using the exact same level chunk & enemy placement multiple times in a row), and level 8 has a bunch of cheap hits, partly because it introduces the three-bullet shooters (who are pretty much never used fairly) and partly because it’s the only one where getting hit by the boss is an instakill because you always get knocked into the pit. Honestly, although I haven’t played the DX version, it looks like it isn’t all that different from the free original, so I’d definitely recommend this one instead, which you can download here: https://ninja-senki.en.uptodown.com/windows/post-download/43818 Just know that it doesn’t save your progress, so you have to beat it in one sitting (it has infinite continues, though).
I also got this game as a gift a couple days ago:
Besides typical Mega Man controls (jump, slide, charge shot), this platformer introduces the “gear system”: LB temporarily increases your attack power but using it too long weakens you and greatly lowers your fire-rate, and RB slows time down but also slows your own movement as well. As a result, it doesn’t really do anything to alleviate potential cheap hits because if you don’t have enough reaction time to hit the jump button or slide or whatever, you don’t have time to hit the time-slow button, either. Honestly, I forgot it was there most of the time, only remembering when I hit the wrong button while trying to switch weapons (mapped to LT and RT).
Level design is okay for the most part, but there were a few lapses in quality. One of the things Mega Man is known for is introducing new things safely, but Torch Man’s stage fails to do this twice. First of all, the teepees looks like background objects, so when you walk into the first one and take contact damage, you’ll shoot it down and see that no enemy comes out of it. A couple teepees later, you’ll jump up to a platform that’s only a few tiles wide and shoot the teepee down only for an enemy to spawn behind it and jump forward at you, hitting you again! At the very least, the first one should’ve had the enemy so the player knows to be on guard for the rest of them. In that same level are Mash Burners, which constantly shoot flames upward so you can’t get past them without killing them, which causes them to explode. That much is fine, but once again, shortly after they first show up, you’re placed on a small platform with one in front of you (after a drop so you can’t jump back), but the platform isn’t large enough to avoid getting hit by the enemy’s death explosion. It isn’t until several rooms later–past the halfway point–where the game has them walk into a pit and you realize shooting them just once turns their flames off without killing them (they die in only two shots). That would’ve been a good way to introduce them safely…if that had been how they were actually introduced!
Some of the bosses have issues as well. The first I noticed was the mini-boss in Block Man’s stage: it’s too long to jump over, so you have to find a safe zone, but the mini-boss’s four pieces fall in different, seemingly random positions on the screen each time. Even with the time slow power, I couldn’t figure out how I was supposed to avoid getting hit sometimes. The worst is probably Acid Man, though. See, all the Robot Masters get a pattern change when they get low on health, and what Acid Man does is: he dives under the arena where you can’t shoot him, sends a wave towards you that you need to jump over, then–as you’re jumping over the wave–he’ll jump out of the water and hover at the top of the screen (where your Mega Buster also can’t reach), then immediately shoot three shots at you in a row (which are super hard to dodge due to you being right next to the boss when it happens) before diving back under the arena (where–again–you can’t shoot him) and loop the pattern. The only reason I won is because I happened to have his weakness, which can hit him at the top of the screen; I’m pretty sure he’s actually impossible with just the Mega Buster alone.
The Wily fortress was pretty disappointing. Only four levels, and two of them barely have any level to go with their bosses. In fact, the boss-refight stage doesn’t have an exclusive boss (it just ends once the duplicate Robot Masters are defeated), and the first level just reuses the Yellow Devil again (who has no weakness in this game; the wiki says its weakness is the bomb weapon, but I used that against the boss and it only dealt one point of damage!). The first Wily stage also has a lot more background details, making the transparent 8-way-shooting enemies very difficult to notice before they pop out and attack, knocking you into a pit.
However, the most disappointing part of the game are the challenges. All of them (except four) either recycle the main game’s levels with next to no changes, or they recycle the main game’s bosses in some form of boss rush. Worse, 3/4 of the non-recycled challenges are just high-score minigames (one of which is unintuitive because how are you supposed to figure out what the normal enemies’ weaknesses are besides trial and error?), and the final one–the only one that’s worth playing due to being an actual new level–is way too long considering it has no checkpoints (and on top of that, it also ends up recycling the main game’s bosses with no changes!). It’s been a while since I played Mega Man 10, but I distinctly remember that game’s challenges were unique levels. Heck, even Mega Man: Powered Up, for all its flaws, at least had the decency to make most of its challenges original levels, even if a lot of them also have the same checkpoint issue as this game’s lone extra level.
Overall, this one’s hard to recommend. There’s a lot of good things here, but it also has a bunch of problems–some of which run counter to what Mega Man is known for. It especially doesn’t help the game’s case when there are so many free games doing the same thing better (like the Mega Man DOS Remake). The lowest it’s gone for is $10, which is still a bit of a stretch IMO considering the challenges are less than an afterthought (and apparently, hard mode barely changes the level design, unlike Mega Man 10! That was something I liked about that game, and they did away with it here!).
Hydorah was really close to being a high-quality SHMUP (and a free one at that!), but it has one major deal-breaker: you can only save five times per playthrough, even though there are 11+ levels. Individually, the levels are rather well made, challenging, and fun, but as soon as I tried to ration my saves, the game would become an exercise in tedium as I’d end up having to replay levels I’d already beaten just because I got game over on the following stage. I finally called it quits around the halfway mark at the WARCORE, an extra-long boss at the end of an already-longer-than-average level (featuring two mini-bosses, one of which you can only barely kill in time since the auto-scroll keeps pushing you to the wall). I’m pretty sure I reached the boss’s final phase, but a single mistake means you have to redo the whole boss fight with a weaker and weaker gun until all your lives are gone (and this game’s bosses take way too long to kill unless your gun is fully powered up). Still, I might’ve been able to forgive that and keep trying if it weren’t for the saving issue.
I did finally beat another good game, though:
This is the Mega Man DOS Remake, and it has the same controls you’d expect from a Mega Man fangame besides buster-charging: left/right move, A jumps, X shoots, and down+jump slides. Physics are also accurate to the main games, except underwater jumping isn’t slowed down. I’m slightly disappointed that it reuses official Mega Man tracks instead of using Kackebango’s original Mega Man DOS soundtrack, but oh well.
Level design is pretty good. The only time I was blindsided by a new enemy was in the lower-left stage, where the dev decided a downward, vertical segment was a good place to introduce the Hard-Man-style bear traps. Besides that, the game is pretty good at introducing new things safely. There were a couple areas that combined two different timing hazards that didn’t seem synced properly, but the rest of the levels do a decent job at making sure everything can be avoided and dealt with using just the Mega Buster, and any damage/death is your own fault (except one part in the fourth castle stage where a sawblade-thrower was completely covered by foreground objects). There are even some improvements over the official games, like knockback being almost completely gone and there being background tiles that indicate where exactly the disappearing blocks will spawn. EDIT: The game even goes out of its way to make sure you can shoot the MM2 small frogs when they’re on the same platform as you, which you couldn’t do in MM2 (your shots would just go over them).
The only part I didn’t like on a conceptual level was the top-left stage’s gimmick: it starts off fine by having fixed locations where your jump height is reduced or increased, but after the halfway point, it has drones speed across the top/bottom of the screen, carrying these zones with them. This means you’ll inevitably come across a wall too high to jump over, and you’ll just have to sit there and wait for the right drone to come along. Plus, you have a very small window to make your jump; mistime it, and it’ll be a normal jump, which is extra bad during segments where you have to jump from a switch bomb and can’t wait for the next drone before it explodes and you fall into the pit.
That was the first level I tried since I always start at the top-left, but when I got game over there, I decided to play the others and save it for last. However, when I replayed it after beating the other Robot Masters, I noticed something odd: the sky was evening instead of day, and when I reached the halfway point, I was sent down into a completely different level chunk than the one mentioned in the previous paragraph! Yeah, turns out the levels are different depending on what order you tackle them in, and this particular one ended up being easier than the early-game segment since you don’t have to worry about waiting on the drones (this one has the up/down ceiling crusher instead).
Also, as you beat the levels, four of them will get Doc Robot icons on them. There are two main differences between these Doc Robots and the ones from Mega Man III, both of which are improvements: 1) they aren’t a carbon-copy of another Robot Master’s pattern (some of them even have TWO bosses’ weapons), and 2) they’re completely optional; beating them just gives you bonus passive upgrades (like extra special-weapon ammo, more recharge from weapon energy items, auto weapon-energy distribution, and a bullet-split for the Mega Buster). The only downside is, unlike Mega Man III remixing the levels for the Doc Robots, these levels are exactly the same as before; you just have to figure out that the red barricades–which look no different than the last time you played through the stage–now suddenly open to a new part of the level when you touch them, and it’s in these segments where you’ll find the Doc Robots.
The other four Robot Master stages have collectible letters. Get them all, and you’ll unlock the ninth Robot Master stage (overwriting the top-right stage on the stage select). The level itself is a bit bland in parts, but the boss makes up for it by tossing a bunch of projectiles around that are hard to react to on your first go. The power you get isn’t all that special in and of itself, but it’s the weakness for a few of the bosses (particularly in the castle stages).
Speaking of bosses, they’re generally okay, but there are a couple that go way too far. The boss on the bottom-left has a double health bar and three distinct phases on top of some pretty cheap attacks, making it by far the hardest Robot Master in the game. I only used two E-tanks in my playthrough, and one of them was against that boss. The other one was against the boss of the fourth castle stage: it starts off promising with the wall tiles turning into orbs and just staying there, making you think you have time to react to them, but then they’ll suddenly bolt to another location without even showing you a preview of the path they’ll take. Plus, its second form shoots a three-way projectile with a different trajectory for each shot each time, making it super difficult to react or avoid them. Then, it has a third phase where it’ll move faster and faster around the arena, once again not showing you what path it’ll take, meaning you can’t react to it. This isn’t the final boss, but it’s the hardest, cheapest one.
Overall, the game is pretty good, and it’s an example of why I’m still a Mega Man fan. I recommend it, even if you’re someone who has never played a Mega Man game before or you’ve heard some negative things about the franchise. It may not be the best Mega Man game, but it’s free and it shows off a lot of the franchise’s good qualities. You can download it here: https://steamcommunity.com/sharedfiles/filedetails/?id=618780083 (scroll down until you see “Windows standard: DOWNLOAD[packedrat.net]” and “Windows zipped: DOWNLOAD[packedrat.net]”). Small disclaimer: I played v2.13, not the latest build. Hopefully, some of the issues I encountered have been fixed.
EDIT: Another disappointment is that you have to beat all the castle stages in one run, but the high quality means that isn’t too big an issue.
I haven’t played the NES Flintstones games, but this one seems more about referencing bootlegs in general, so I doubt I’m missing much on that front.
Platformer, no controller support. Left/right move, up grabs certain objects like vines, etc., Z jumps, X attacks, up+attack uses your sub-weapon, and Shift swaps between your two sub-weapons. Controls are fine; there are only minor issues that don’t affect gameplay too much, such as movement having a bit of momentum and attacking having a split-second delay.
First, I should point out that the game doesn’t work properly on high-refresh-rate monitors. It starts off seemingly fine, but you’ll notice enemy projectiles and moving platforms are too quick for you to beat the first level (and the game only saves between levels).
Oh, and the game has a lives system for some reason. You can change it to infinite lives in the options, but it doesn’t save your options settings, so you have to go back and change it each time you close/reopen the game.
Get past all that, though, and the level design is pretty good. It’s a good balance of challenging without going beyond the limitations of the controls. Yup, it’s actually designed around your short-range attack preventing movement for a moment! The only issues I really had were 1) the train (5th EDIT: miscounted, it’s the 6th) level’s gaps in the ceiling (where rocks fall) is small and easily overlooked, and the white bar you can grab on with the up key doesn’t really look like something you can grab; and 2) one chasing-spikes segment in the 7th level starts as a horizontal segment, but the gap in the wall doesn’t lead to the next area so you realize you have to keep going up. Plus, there’s also a lot of up-and-back-down segments that make the timing a lot tighter than it seems at first (especially since there are flashes that cause the spikes chasing you to jump ahead quite a bit).
Although the levels are mostly good, the third level decided to have visual interference, like a blackout segment and an upside-down segment, which is more annoying than challenging.
Bosses are a mixed bag, though. Your attack range is short enough that you have to be quite close to deal damage (unless you have sub-weapon energy, which there is admittedly a lot of), and although your attack animation isn’t that long, you still can’t move during it. Despite this, many boss patterns have abrupt movement changes that–due to the aforementioned control quirks–you can only really avoid if you know they’re coming (and even then, it can still be a toss-up for a few of them). The worst example is the semi-final boss: one of its moves just pushes you back against the wall, but this doesn’t sync up with its other attacks (which are chosen in a random order), so it’s common to find yourself trapped helpless against the wall while a laser falls on you, dealing unavoidable damage. Closest I got to avoiding it is figuring out that your attack’s horizontal-movement-prevention will also work against the wind, but this still isn’t a sure-fire way to avoid getting hit since attacks can happen at almost any point. Definitely don’t turn on one-hit KOs; you’ll need that health bar.
I should also note that a couple bosses/minibosses will seem unavoidable until you realize they break tradition with the rest by having no contact damage (at least for part of their sprite)! Since the sprites are ripped directly from other sources, the game has to rely on presentation alone to convey this, which sometimes works but not always.
Overall, despite the flaws, this game is pretty good, especially for a free game. I recommend it. You can download it here: https://gamejolt.com/games/grand-dad/162835
Finally, another good game! Let’s see if I can stick to posts about good games without being kicked for inactivity.
Grid-based Puzzle. The D-pad moves your selected snakebird one unit forward, and L/R swap control between the different snakebirds in the level. The goal is to open the portal by eating all the fruit by moving headfirst into them, which increases the snakebird’s length by one tile, then leading all the snakebirds into the portal.
The game is very well-designed and intuitive. Levels will actually make you encounter certain less-than-intuitive mechanics multiple times so you’ll never forget about them when they’re required for a more-tricky level, such as the fact that you can stand on uneaten fruit. If anything, the game might be too easy for too long, but it does have plenty of genuinely challenging puzzles, too, especially once you beat the Primer island and reach the main island. Better yet, it accomplishes this without constantly introducing new stuff! The only part that’s kinda underutilized are the portals that send you from one to the other (as long as you position yourself to fit around the exit), but they still get a fair bit of use throughout the game.
The only real issue it has is that not all levels tutorialize certain interactions well, even though figuring out said interaction is the entire puzzle. For example, one level just needs you to know that moving two snakebirds into each other will straighten them out without pushing them off a small ledge, while another one requires you to know that you can push blocks that you’re also technically on top of, letting both your snakebird and your block move across a spike pit. The worst one was one of the portal levels that seems tricky until you stumble across the fact that if there’s a portal one-unit above you, you can still push up to “jump” into it or push objects through (and this particular interaction is only required for, like, two levels). Still, although these moments were annoying, the really difficult puzzles only require knowledge that has already been conveyed to you in previous levels, and I was able to beat the entire game without having to look up a walkthrough despite the difficulty.
Highly recommended.
…and here’s the other reason I chose to play Yo Noid:
3D parkour-style platformer. Left stick moves, A jumps, and X grapples onto a nearby grapple point (if you’re not close enough, pushing it does nothing). You can also wall-jump, as well as wall-run.
You don’t need to know anything about the first game to enjoy this unofficial sequel. In fact, I even doubt the dev(s) know that much about the first game because only its plot and first level are referenced, and only for this game’s first level! Everything afterward has nothing to do with it, making it clear the only reason it was chosen was to reference the Noid’s status as a (former) pizza mascot. Heck, even the genre is different, being a 3D parkour-platformer with no enemies instead of a 2D action-platformer with no switch-hunts. The same way the original Yo Noid was a reskin of another game, this game could have also been reskinned into something else and nobody would ever make the connection.
The parkour mechanics aren’t even well-made. You can’t jump from a grapple-swing, nor can you use the momentum to carry yourself upward after letting go, so the only way to make certain jumps is to drop down a bit and re-grapple so that your connection is longer and you can swing further…and sometimes you have to do this while the game automatically tries to reset your grapple length back to a predetermined length! Wall-runs are also finnicky as you can do basically the same thing only to have your descent happen earlier and you not make the jump. It’s not too huge an issue for the first level and 2/3 of the levels in the hub, but for that one remaining hub level, the difficulty spikes and the problems become undeniable. You’re told at the start that the level will be a challenge, but you’re not told it’ll be because of the controls. The dev must also know that the game mechanics don’t quite work like they should because every time you fall into the void (the only way you can die), you respawn on the last platform you jumped from, even keeping any collectibles you got between the platform and the pit.
The final level is arguably easier, but it’s also very dark, obscuring where you have to go. It also has a boss fight, but of course, it’s nothing like the bosses in its namesake. The ground lights up with red/pink tiles before switching to blue ones that electrocute you, and you have to avoid being electrocuted for long enough that dice fall down. Then, you grapple a dice, spin yourself around, and toss it in the general direction of the boss; rinse and repeat enough and you win. Oh, and the game ends on a cliffhanger that will probably never be resolved given how long ago the last update was. Then again, maybe the cliffhanger was just meant to be another joke.
One more thing: the three hub levels have little pizzas scattered around like coins, and if you collect all the pizzas in a level, a chime will sound and the level’s hub box turns gold. However, if you beat a level WITHOUT getting them all, they don’t stay gotten, which is extra frustrating given how finnicky it is to get certain ones in the difficulty-spike level.
Overall, this one’s hard to recommend. I’m already not a fan of parkour-platformers, but this one’s mechanics are a bit finnicky as well. That said, the game is free and very forgiving about deaths, so over half of the levels end up being kinda okay (though the ones that aren’t okay are really not okay). You can get the game from here: https://dustinbragg.itch.io/yo-noid-was-ahead-of-its-time
587 | games |
1% | never played |
0% | unfinished |
57% | beaten |
0% | completed |
41% | won't play |