Oh nice, I really enjoyed what Dreaming Sarah went for. Thanks for the shoutout.Another bundled game with a Game Boy ROM is Wishing Sarah, which is a sorta-followup to Dreaming Sarah. I downloaded them but have yet to play either.
Oh nice, I really enjoyed what Dreaming Sarah went for. Thanks for the shoutout.Another bundled game with a Game Boy ROM is Wishing Sarah, which is a sorta-followup to Dreaming Sarah. I downloaded them but have yet to play either.
Oh nice, I really enjoyed what Dreaming Sarah went for. Thanks for the shoutout.
Which ones?
I know about Micromages being an NES game, havent heard about gameboy games yet!
I also kinda enjoyed the semi aimless experience, while at the same time it can throw endless repetition at you with rooms you dont really need and objectively the only actual important gameplay loop being picking up cheese and finding fruits makes it a bit... simplistic. I admit though that I had a really hard time settling on a score for that one.I honestly really like Sewer Rave. I bought it separately long before this bundle released and just kind of loved wandering around in the sewer. I'll also say I've never played it sober so that might inform my opinion on it, heh.
If any of you are looking for a simple task / project managment tool, definitely have a look at Tape. I installed it only yesterday, but it already seems quite useful. If you decide to try it, make sure to drop the "DROP ME IN TAPE.txt" into the tape window for a short introduction to the application.
We got vastly more positive feedback, requests for DLC and even sequel inquiries from folks playing Glittermitten Grove than we did about the other thing.Toma
Just want to check. You are aware of the Glittermitten Grove secret, yeah?
Because it's that which is the real reason why people play that game. I don't think I've ever seen anyone seriously play it for the fairy resource management game.
It was surprisingly good to be honest. Just super pleasant to play. It kinda fell into a hole between gardening simulation and empire building that I could easily see expanded up as well. Helps that the light mechanic was as unique and interesting as well. Are there plans for it? You really might have found something there that you could make into a pretty good game, maybe with more simulation aspects (water?) or more exploration mechanics or whatever.We got vastly more positive feedback, requests for DLC and even sequel inquiries from folks playing Glittermitten Grove than we did about the other thing.
Okay, then clearly I was wrong and I take that statement back.
It was surprisingly good to be honest. Just super pleasant to play. It kinda fell into a hole between gardening simulation and empire building that I could easily see expanded up as well. Helps that the light mechanic was as unique and interesting as well. Are there plans for it? You really might have found something there that you could make into a pretty good game, maybe with more simulation aspects (water?) or more exploration mechanics or whatever.
Well, as my experience proved, this could easily be a game interesting for "experienced gamers" as well. Might have been the theme that drove people away or literally the fact nobody seemed to take it seriously because of that other thing. Maybe just add a dwarf skin so there are dwarves flying around and all "gamers" can finally admit to playing it or recommend it to others. Greatbeard Grove! :PHaha, well, you don't see the folks who buy the game just for glittermitten posting on forums like this one all that often. It's a different demographic (and one that is often invisible to "mainstream" gaming...)
Signs of the Sojourner is incredible. It's a wonderful narrative game filled with compassionate writing, lovely characters, chill music and a lot of great art. It also completely redefines the core mechanic of talking to other people in a way no other game has done before.
It's a deck-building game similar to games like Slay the Spire, but instead of using your deck to kill things you use it to talk to other people. Your cards represent various personality traits (emphatic, logical, forceful) and you have to match them with cards the other person will play. It's a simple system, but you quickly run into an obvious problem: the people you can talk to have different personalities and unless you have a deck that's compatible with theirs, you won't be able to talk to them.
When I bought the bundle I thought I'd just get a ton of neat little indie projects that will be fun enough for an hour or two each (which would be incredible enough by itself). I wasn't expecting to find a genuine GOTY contender. It makes me sad that I would have never even heard about this if I didn't buy the bundle.
Signs of the Sojourner is incredible. It's a wonderful narrative game filled with compassionate writing, lovely characters, chill music and a lot of great art. It also completely redefines the core mechanic of talking to other people in a way no other game has done before.
It's a deck-building game similar to games like Slay the Spire, but instead of using your deck to kill things you use it to talk to other people. Your cards represent various personality traits (emphatic, logical, forceful) and you have to match them with cards the other person will play. It's a simple system, but you quickly run into an obvious problem: the people you can talk to have different personalities and unless you have a deck that's compatible with theirs, you won't be able to talk to them.
It's such a clever take on a mechanic that most games completely ignore. Videogames have given us a million different ways of killing people, but conversations always come down to picking responses from a list. It's also a clever take on RPG mechanics. The game doesn't have any stats. Instead, the way you build your deck defines your character. You start off with a simple deck that's filled with emphatic cards, but as you play the game your deck will invariably change. You can chose to become more forceful and direct so that you can to talk to characters from a cold, depressing town, but doing that means you'll have trouble talking to your kind and emphatic best friend. In practice, this ends up working so much better than just picking up a bunch of skill points whenever you level up. Your deck influences everything: the gameplay, the story, and your character's core identity.
It's also really well balanced. Clever ideas like this often end up sounding good in theory but don't work all that well in practice. This is not the case here. Building a deck that works with many different people is tricky, but the game gives you just enough tools and abilities (stuff like drawing a specific card from your deck or wildcards that match multiple symbols) to make it sort of possible. The game also forces you to swap a card for a new one every time you finish a conversation, making you constantly change your deck. Trying to optimize your deck quickly becomes much more complicated than it initially seems. It's also a pretty though game. There's characters that will immediately stop talking to you whenever you make a single error, potentially locking you out of locations or different endings.
There's also a couple of great "twists" that use core gameplay mechanics to tell a story.
Halfway through game, there's a rough event that affects every character. This is reflected in their decks: suddenly, everyone has additional grieving cards, which makes it more difficult to talk to them. However, this also brings people closer together and if you add those cards to your deck you're now able to use them to connect with everyone. You understand how this tragedy brought everyone closer without the game having to say a single thing.
Also, you eventually get a dog that hangs out with you. When you talk to him, all his cards are just a cute paw symbol that matches with everything in your deck because he loves you no matter what.
Then there's additional mechanics that make everything even better. There's some light time management: you can travel through various cities, but some whill have events requiring you to be there at specific time. There's a fatigue system where conversations become harder the longer you've been away from home. There's different endings that unlock depending on your success and failures. It all comes together really well.
When I bought the bundle I thought I'd just get a ton of neat little indie projects that will be fun enough for an hour or two each (which would be incredible enough by itself). I wasn't expecting to find a genuine GOTY contender. It makes me sad that I would have never even heard about this if I didn't buy the bundle.
Signs of the Sojourner is incredible. It's a wonderful narrative game filled with compassionate writing, lovely characters, chill music and a lot of great art. It also completely redefines the core mechanic of talking to other people in a way no other game has done before.
It's a deck-building game similar to games like Slay the Spire, but instead of using your deck to kill things you use it to talk to other people. Your cards represent various personality traits (emphatic, logical, forceful) and you have to match them with cards the other person will play. It's a simple system, but you quickly run into an obvious problem: the people you can talk to have different personalities and unless you have a deck that's compatible with theirs, you won't be able to talk to them.
It's such a clever take on a mechanic that most games completely ignore. Videogames have given us a million different ways of killing people, but conversations always come down to picking responses from a list. It's also a clever take on RPG mechanics. The game doesn't have any stats. Instead, the way you build your deck defines your character. You start off with a simple deck that's filled with emphatic cards, but as you play the game your deck will invariably change. You can chose to become more forceful and direct so that you can to talk to characters from a cold, depressing town, but doing that means you'll have trouble talking to your kind and emphatic best friend. In practice, this ends up working so much better than just picking up a bunch of skill points whenever you level up. Your deck influences everything: the gameplay, the story, and your character's core identity.
It's also really well balanced. Clever ideas like this often end up sounding good in theory but don't work all that well in practice. This is not the case here. Building a deck that works with many different people is tricky, but the game gives you just enough tools and abilities (stuff like drawing a specific card from your deck or wildcards that match multiple symbols) to make it sort of possible. The game also forces you to swap a card for a new one every time you finish a conversation, making you constantly change your deck. Trying to optimize your deck quickly becomes much more complicated than it initially seems. It's also a pretty though game. There's characters that will immediately stop talking to you whenever you make a single error, potentially locking you out of locations or different endings.
There's also a couple of great "twists" that use core gameplay mechanics to tell a story.
Halfway through game, there's a rough event that affects every character. This is reflected in their decks: suddenly, everyone has additional grieving cards, which makes it more difficult to talk to them. However, this also brings people closer together and if you add those cards to your deck you're now able to use them to connect with everyone. You understand how this tragedy brought everyone closer without the game having to say a single thing.
Also, you eventually get a dog that hangs out with you. When you talk to him, all his cards are just a cute paw symbol that matches with everything in your deck because he loves you no matter what.
Then there's additional mechanics that make everything even better. There's some light time management: you can travel through various cities, but some whill have events requiring you to be there at specific time. There's a fatigue system where conversations become harder the longer you've been away from home. There's different endings that unlock depending on your success and failures. It all comes together really well.
When I bought the bundle I thought I'd just get a ton of neat little indie projects that will be fun enough for an hour or two each (which would be incredible enough by itself). I wasn't expecting to find a genuine GOTY contender. It makes me sad that I would have never even heard about this if I didn't buy the bundle.
Signs of the Sojourner is incredible. It's a wonderful narrative game filled with compassionate writing, lovely characters, chill music and a lot of great art. It also completely redefines the core mechanic of talking to other people in a way no other game has done before.
It's a deck-building game similar to games like Slay the Spire, but instead of using your deck to kill things you use it to talk to other people. Your cards represent various personality traits (emphatic, logical, forceful) and you have to match them with cards the other person will play. It's a simple system, but you quickly run into an obvious problem: the people you can talk to have different personalities and unless you have a deck that's compatible with theirs, you won't be able to talk to them.
It's such a clever take on a mechanic that most games completely ignore. Videogames have given us a million different ways of killing people, but conversations always come down to picking responses from a list. It's also a clever take on RPG mechanics. The game doesn't have any stats. Instead, the way you build your deck defines your character. You start off with a simple deck that's filled with emphatic cards, but as you play the game your deck will invariably change. You can chose to become more forceful and direct so that you can to talk to characters from a cold, depressing town, but doing that means you'll have trouble talking to your kind and emphatic best friend. In practice, this ends up working so much better than just picking up a bunch of skill points whenever you level up. Your deck influences everything: the gameplay, the story, and your character's core identity.
It's also really well balanced. Clever ideas like this often end up sounding good in theory but don't work all that well in practice. This is not the case here. Building a deck that works with many different people is tricky, but the game gives you just enough tools and abilities (stuff like drawing a specific card from your deck or wildcards that match multiple symbols) to make it sort of possible. The game also forces you to swap a card for a new one every time you finish a conversation, making you constantly change your deck. Trying to optimize your deck quickly becomes much more complicated than it initially seems. It's also a pretty though game. There's characters that will immediately stop talking to you whenever you make a single error, potentially locking you out of locations or different endings.
There's also a couple of great "twists" that use core gameplay mechanics to tell a story.
Halfway through game, there's a rough event that affects every character. This is reflected in their decks: suddenly, everyone has additional grieving cards, which makes it more difficult to talk to them. However, this also brings people closer together and if you add those cards to your deck you're now able to use them to connect with everyone. You understand how this tragedy brought everyone closer without the game having to say a single thing.
Also, you eventually get a dog that hangs out with you. When you talk to him, all his cards are just a cute paw symbol that matches with everything in your deck because he loves you no matter what.
Then there's additional mechanics that make everything even better. There's some light time management: you can travel through various cities, but some whill have events requiring you to be there at specific time. There's a fatigue system where conversations become harder the longer you've been away from home. There's different endings that unlock depending on your success and failures. It all comes together really well.
When I bought the bundle I thought I'd just get a ton of neat little indie projects that will be fun enough for an hour or two each (which would be incredible enough by itself). I wasn't expecting to find a genuine GOTY contender. It makes me sad that I would have never even heard about this if I didn't buy the bundle.
Yup, I played through and loved this one too. It really made a mark on me. Someone should make an OT, to be honest. It's on Steam, too.
This would be a genuine GOTY candidate for me, and maybe in the end it still still be, but I was really deflated and bummed out by the weird and somewhat random ending I ended up with.
I helped the kid in the seaside town (Tariiq?) start a riot/insurrection against the Rilkers in the middle of the final trip. In the game's defense it does warn you multiple times to be "prepared to accept the consequences" if you two of you throw the first bricks but I thought they were hinting that HE was going to die, or that something bad was going to happen to him.
Instead I was treated to a game over screen that explains he eventually took over the town and peaceful leadership was installed, but you were killed in the process, and a statue was erected in your honor. I was then booted back to the title screen, with my save game deleted :(
No way to finish out my final trip and visit the mysterious ship or get closure with other characters. Absolutely no resolution or closure to the game's central storylines (your shop, Bartow, Elias, The Circle). I didn't even visit that town at all in the first half of the game so to be railroaded into an ending that revolves around it was really disappointing.
Game runs aren't that long (3-4 hours) but they're too long and too repetitive for me to run through it again to try and get an ending that actually touches on any of the game's central characters. The "run" I was on had been quite good, mostly. The shop was doing well, and most characters were in a good state. So in the end I just uninstalled it. Bummer.
Wait, what? I played it on Steam a while ago and I had no idea.Also to those of you who finished OneShot:Did you finish it twice? It might not have been clear, but the game hasnt ended after 1 playthrough.
Yes, youWait, what? I played it on Steam a while ago and I had no idea.
Big spoilers for anyone that hasn't played OneShot:Yes, youmissed a big chunk and true ending of the game actually..
You cannotBig spoilers for anyone that hasn't played OneShot:
I remember doing a bunch of stuff with an external file and the game window towards the end. Was that true ending stuff or do I have more to play?
Wow, this just reminded meYes, youmissed a big chunk and true ending of the game actually.
Back when it released, it was apparentlya bit more clear, because there was a big room with a huge ass real life countdown so everybody would know they should return. But since that countdown isnt in the game anymore, you dont really get that huge visual hint that there is something else waiting for you.
Ah, thanks for pointing that out, corrected the link: The Floor is JellyToma , what's the title of that last game? The link got garbled.
Thanks for all of the reviews so far, by the way.
You ... erm... didnt miss out on anything... not super great games in here and tons of games that are super interesting to check out but one might be a bit hesitant to spend that money per game. Not at all. >_>Welp, I totally forgot to get this bundle. It's all right, I didn't even want 1700 games. *sobs*
I really liked this one. Really fun to experiment and destroy, plus if you set the right parameters you can basically make a hotseat Jenga game. Good benchmarking program as well. :Phttps://nothke.itch.io/tower
This is undoubtedly a fun toy that I recommend you to check out. Blowing up thousands of blocks and watching a tower collapse bit by bit is incredibly satisfying. However, it is literally "only" that, the physical simulation of falling blocks. No sound, no music, no goals, just blowing up blocks. As such, it shows that the developer just made this as a quick fun project to be able to call it Unitys first Havok Engine game, but its still fun to check out. 2,5/5
I would rate it up significantly if it at least had any type of sound. Seems like such a small thing, but thats whats really keeping me from enjoying it long term as a toy. Still really fun to play around with for a while though.I really liked this one. Really fun to experiment and destroy, plus if you set the right parameters you can basically make a hotseat Jenga game. Good benchmarking program as well. :P
Wait, there was a Steam version of the bundle, too? I had no idea or I would have bought that as well, though the price of it is kind of low.A random memento from the bundle. Going to the Steam page of any game in the bundle yielded this gargantuan thing:
And even that was only around a fourth of all the ~1200 games in the bundle. Really puts it in perspective.
(This wasn't even the complete list, btw. By the end of the bundle, the number of games with Steam versions had ballooned to around 370. I wish I had a screencap of that version instead.)
There was no steam version. Maybe he was using an addon that shows bundles for other sites as well?Wait, there was a Steam version of the bundle, too? I had no idea or I would have bought that as well, though the price of it is kind of low.
There wasn't, it was just a thing on Steam (I think it's the Augmented Steam extension actually) telling users about a bundle deal. The itch.io bundle also did not give out Steam keys for any game. I posted it just to showcase what about a fourth of the games in the bundle looked like; sorry for any confusion.Wait, there was a Steam version of the bundle, too? I had no idea or I would have bought that as well, though the price of it is kind of low.
Yeah, just checked, its the extension.There wasn't, it was just a thing on Steam (I think it's the Augmented Steam extension actually) telling users about a bundle deal.