
After playing a GTA game and Bro Force recently, I decided it was natural to pick up this next (I like making connections, ok?). Its scattershot approach kept me on the back foot most of the time, but it’s a satisfying little game.

After playing a GTA game and Bro Force recently, I decided it was natural to pick up this next (I like making connections, ok?). Its scattershot approach kept me on the back foot most of the time, but it’s a satisfying little game.

Yoku’s Island Express was a delight, and naturally caused me to tee up this game that also enhances pinball mechanics with a story, an adventure, etc. It’s very much on a tinier scale (I think I got through the campaign in an hour) but with a corresponding tinier price.

I love a good pinball video game, especially when it breaks the limitations of real-life machines. Yoku is the most extreme version of this, fusing pinball mechanics into a large Metroid-style explorable world. This mechanical novelty combined with the glorious look and soundtrack makes for a very special experience indeed.

I first played this co-op with my brother, a while ago. Now I’ve had the full wild cheesy experience solo as well.

Funny to think I complained about this being a PS4 exclusive when I reviewed its predecessor. Now I do have a PS4, and the game has gone multiplatform. I actually bought it digitally before I even had the console, but only just now got to playing it. Oh it’s great by the way!

I played this with my little brother over a period of weeks. Co-op is really the best way to play this frantic task management game, and the inventive level design and objective requirements keep you on your toes constantly. It can get stressful but the satisfaction of a job well done is worth it.

Soul of Darkness is Gameloft’s attempt to copy the look and feel of a post-Rondo Castlevania game. And it does a decent job at that! But the review’s not over there, unfortunately. The game’s quite easy (with the exception of the one tedious dragon boss), and betrays its mobile phone origins with a limited scope and animations that don’t live up to the buttery smoothness of its inspirations.

Here’s three quickies I did not finish, for various reasons. Yes I’ve played games other than Zelda in the past month! A bit.

Tokyo Jungle is an open-world action game in a post-apocalyptic city reclaimed by nature, where you can play as a wide variety of animals struggling to survive in a weird post-human environment. It’s got a roguelike mode and a surprisingly affecting story mode, and collectible backstory scraps that gradually reveal the mystery of the now jungle-ish Tokyo, plus (eventually) robots and dinosaurs. Maybe it sounds more exciting than it is…
It is still pretty great, though. The world’s not quite as big as you expect but there are still nooks and crannies to discover and the random events and distribution of food and predators help it feel different in each run. The animal you play as will greatly affect this too, as their size, attack power, hunger gauge, and diet (grazer or predator) will greatly affect how it feels to play.
And it feels good. The life of each animal is simulated and you feel the pressures to keep searching for food, avoid larger animals, and eventually breed in order to avoid the ravages of age, as well as gaining a litter posse to back you up. You won’t stay too attached to an individual as control passes to your offspring, but silly clothing items do carry over. Anyway, ageing out of relevancy is part of the natural world.
But that’s mostly the survival mode. Story mode has fun handcrafted scenarios (except the stealth missions which can die in a fire), but survival is a gruelling/rewarding gauntlet of survival. And picking your way past a pack of hyenas loitering on the train line… sneaking up on a hippo lounging on a fallen building… searching for uncontaminated plants as your health slowly ticks down… it’s such a novelty that’s unlike anything I’ve experienced in a game.
The game is presented with a slightly low-poly realism that suits the bloody struggle of nature but also effectively offsets the occasionally silly tone. A Pomeranian slaying and eating wild chickens on the mossy streets is an inherently striking image, and that essence of the game persists throughout, even as the mystery deepens. It’s good.

A recommendation from a friend and a second-hand online store brought this smaller game to me easily enough. It’s shortish, on the verge of indie downloadable territory, but a few years before that would be such a big thing. As it was, it released on both GBA and DS; the DS version is basically identical but with a map on the bottom screen.
Scurge Hive is a Metroid-inspired isometric game. You explore interconnected rooms in a research base, fighting off a parasitic incursion and finding upgrades. The ¾ perspective makes depth perception and jumps occasionally off, but it’s fairly forgiving. There’s a lot of combat, being rushed by aliens or robots while you only have ranged attacks to keep them at bay. You’re always switching between three main elemental attacks depending on which enemies are around, plus more for puzzle solving. This mechanic is well integrated and it’s snappy to switch between them, so it feels good especially when you turn an “overwhelmed” situation into a bunch of enemies exploding into health refills.
These pickups also add to your experience bar, which is the only way to improve your character apart from plot-based suit enhancements; and these level ups only increase your max health. There’s an enjoyable survival element with your main character Jenosa being constantly worn down by the alien infection, an ever-present tense encouragement to seek out the next save room to reset your timer, or else risk pushing on. Backtracking can be tedious if you miss something, though.
The main loop is to find a new area and seek out security keys by exploring and solving environmental puzzles, while also pulling things into thing sockets to unlock the teleport out, at which point you confront a boss. These bosses make pretty good use of the isometric angle, and are also the only hard part of the game. The final battle in particular is a hardass but satisfying to conquer; by clearing the game once you unlock a boatload of extra palettes for Jenosa. Unfortunately with there being no optional content in the game (upgrades, collectibles, etc) I felt no need to play again—I wish the costume options had been present throughout the game instead of all at once at the end.
I’d mention the typos but I’ve seen worse in games from bigger companies like Capcom and Konami, so I’ll forgive them. For a studio with so few games to their name it’s well executed. Too bad they put a “to be continued” message at the end; the company apparently folded not long after making this game. But I loved having a spunky lady protagonist, especially one with long flowing hair (Shantae or Zero fans take note), and the pixel art is crisp and colourful, with a unique “big hands” art style.

Here’s a little adventure game/roguelike built entirely using iOS system interface elements and text. I say roguelike but not because you have to try n’ die many times, but because half of the game is walking around a map represented by Ascii art, which is what Rogue means to me (although I only spent a short time playing Angband). In fact, it’s only superficially roguelike. In fact, forget I said anything.
A Dark Room shows how you can tell a story and present a compelling gameplay experience in a very minimalistic way. There are no pictures, I don’t think there’s any music; it’s all progress bars, text, standard iOS buttons, and occasionally varying the screen brightness for effect. What you get is a strangely engrossing town management sim/turn-based RPG in a post-apocalyptic setting.
It’s about man’s inhumanity to man, to borrow a phrase from high school English. It’s about the protagonist’s loss of humanity in their search for answers and power in a ruined world. It’s also about loot and progress bars, which I love, having had a phase of playing Progress Quest (and I had to use a Windows emulator to do it, too).
Like I say, it’s impressive how much can be communicated and accomplished with so little. But I also like games with pictures. This one was, however, short, sweet, and memorable.
This was an interesting little 2D point and click adventure game. I found it through Rovio’s publishing program, since I’m such a big Angry Birds geek. It’s fun enough, but I just want to cover two overly complainy points in this review, that don’t really have anything to do with the game.
I liked going through each chapter, which had their own themes. But a recent update adding a new chapter came at just the wrong time. I was going to buy it, at $2 for a few levels it was reasonable-ish. But Apple changed the iTunes policy for Australia, jacking up the price of apps significantly due to “fluctuating exchange rates”. Those fluctuate all the time. It irrationally ticked me off, and I have not spent anything since. I feel sore just thinking about it, overly entitled consumer that I am. Hopefully I can get over it soon and support this developer.
The main character in this game is a cute little androgynous cartoon thief. I thought it was a female for some reason, and it seemed cool. But then there’s a chapter where the thief falls for a princess. At first I thought it was a prince in an amusing reversal of cliche, but then my fancies were subverted when I found it simply was cliche. Le sigh. I couldn’t hold onto my interpretation. I don’t want to make any big statements about video game feminism, but those were just my not-premeditated feelings as I played.
It’s a nice game though, finding all the little secrets is fun, if sometimes obscure. The art and animations are very cute and endearing, and the design is strong. Rovio picked a good one to endorse.
Here’s a little game I played on my iPhone recently. It’s a sidescrolling action platformer, quite floaty, with a fair bit of combat but also exploration. You get a sword and a changeable magic attack, and you level up as you go along.
The game is fairly polished apart from the slightly slippery controls. The art style is very chunky and low-poly, reminiscent of early 3D games. I think it’s intentional and it’s cool to see something calling back to this style that is seldom referenced. The explanation is that the game was literally made by three people: one for art, one for programming, and one for music. It’s obvious it was made by a small team, and it has charm.
It does get difficult at points, but if you seek everything out in each area the most trouble you’ll have will be the platforming. Some areas are also quite dark, making it difficult to appreciate your surroundings. The important thing though is that it feels good to play, if you can get past the floatiness I mentioned. Just remember to double tap the move button to run. Recommended.
Here’s a nice one. At Christmas I found the time to play through a whole game in co-op with my bro, on his PC. And what a good choice for it! Short and sweet.
Guacamelee is basically a Lucha/Latin-themed Metroidvania-style affair, with great progression, really cool areas and art design, a physical combat focus but still really well done exploration, funny and deep characters, challenging platforming, fun secrets and upgrades, and yep it’s good. There’s so much to love.
Stay away from the keyboard though! Poor bro was forced to use it because I claimed the USB controller, and had a hell of a time. Like Super Meat Boy, the gamepad is the way to go.
Having fun in co-op gameplay can excuse a lot of flaws in a game, so I can’t say with certainty what faults this game may have. Some parts may have dragged and there may have been more frustration with the challenging parts in solo, but it’s more bearable with two. We didn’t use alternate skins very much because their benefits weren’t obvious, but in the extra challenge bits at the end we used their specialised properties at times. Also the music got annoying but we did play it in marathon essentially, it was good for a while.
I’ve heard complaints about the overuse of meme humour and references, but this is just in posters in the towns, it’s no big deal. It’s smooth and fast-paced, with plenty of techniques for traversal to keep it engaging, as well as pretty deep combat for when that comes up. It evokes old-school charm while also being modern and slick. It’s just such a polished experience, made with so much love. It’s a perfect example of an indie hit. I think I can leave it at that, because I don’t know what I can say—like many great indie games, I wasn’t convinced about it until I played it. And like many great co-op games, the real draw is the shared experience with loved ones, but this is an excellent game to have those experiences with.
Usually I don’t review every little iOS game I play, but this one was kinda an encapsulated experience and I decided not to be so lazy. It’s one of those spritey pixelly retro-style games, an action platformer this time. The controls were quite good unlike a lot of iOS platformers. It’s kinda like uh the stage-based Castlevania games? I haven’t played those but it’s got a whip as a weapon so I thought it might be a reference. It’s fairly linear most of the time, you go from checkpoint to checkpoint dealing with the occasional enemy but it’s mostly platforming in an explore-y kind of way. There’s a ton of gold-like things for you to collect if you want more challenge.
I’m explaining this pretty boringly, aren’t I? Well It’s just before lunch, so… Seriously though I had fun, it kept me coming back and the music was super great, although there’s only a few tracks. It has the quality of quickly returning you to the last checkpoint when you die so it’s easy to try again. I love games that do that in a streamlined way, no fanfare, no life counter, just go back and try again.
The idea is that you and your evil brother are in one of those eternally-locked-in-battle scenarios, but he gives you a cosmic nerf so you have to crawl through these caves and stuff and get your powers back one at a time, like double jumping! I like the ability progression, slowly empowering you but not overpowering you and any game with a double jump gets a pass from me.
Part of the reason I want to review this is because I got it in one of those free promotions that are constant in the App Store, and it was quite good so I hope I can convince someone to buy it to support Maximilian Csuk. There’s a free demo too so go try it out. It doesn’t do that much to stand out from the aforementioned pixelly retro crowd but it’s well put together, short and sweet and of course cheap.
In The Legend of Zelda Breath of the Wild, Gorons are allowed to enter Gerudo Town, even though...

we’re the same

New pixel art: Donkey Kong and Friends!
My biggest pixel art ever, 100 Kongs and 213 of their best friends and enemies! This was a lot...

This year wasn’t the most productive thanks to Animal Crossing and a pandemic going one, but I still had fun doing what...
Hello, lovely Rayman fans! Turquoisephoenix here with some Edutainment...


If Sir Cochin caught you insulting her in a couple of hours you’d be facing a screaming mad knight on the tilt yard racing at you. But all her...
