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Recent reviews by LadyOberon

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21 people found this review helpful
1 person found this review funny
0.4 hrs on record
I am very confused by all the positive reviews, since my experience has been the complete opposite.

I do agree that it's a very simple sidescrolling 2D platformer with appealing graphics that doesn't take much thought or effort, but this is where my review skews off in a different direction.

Because it's very simplistic in design, it's imperative that what's there should work perfectly, and when it comes to the control scheme, that's just not the case. Firstly, the controls cannot be rebound, and in any game that uses the B button for jump, that's always my first instinct. That mild aggravation aside, the controls just aren't consistently responsive or accurate. The side to side movement often results in the character aiming his weapon up, as if he's shooting something above him. This makes everything else more difficult. You can't jump or duck, or even avoid projectiles accurately because the controls don't work properly.

I would definitely give this game another try when the control issues are resolved. There are some things that I appreciate, such as the checkpoints, that can't be fully enjoyed because I have not found the game to be consistently playable. There are definitely times when I want to reach for a simple shooter, but right now, Rusty Gun is simply not that shooter.

I've requested a refund and cannot recommend it at this time.

#GamersRule
Posted August 15, 2020.
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73 people found this review helpful
2
34.4 hrs on record
Early Access Review
Introduction:

I was already a huge fan of Supergiant, developer of Bastion, Transistor and Pyre. There was no question that I was interested in covering Hades when it became available in Early Access, and thanks to the generosity of the fine folks at Supergiant, I was granted the opportunity to do just that. I generally expect some kind of glitch or oddity when evaluating an EA title, but with roughly 35 hours of gameplay at the time of this review, I can honestly say that I haven't experienced anything like that. I did notice that there were no cards or achievements yet, but I'm confident those are coming. In fact, “The Long Winter Update” was pushed out on January 21st of 2020, just under 3 weeks ago. It was significant, including a new character and content, so I wouldn't be surprised to see the addition of cards and achievements in a future update.

Description:

The Steam store page described Hades as an “Action Roguelike;” however, being a stickler for clearly defined terminology, I prefer to call it an “Action Roguelite,” and those who follow my reviews know all too well how much I adore this genre, devoting hundreds of playtime hours to my most beloved titles, which now includes Hades. The player does need to begin a new run or “escape attempt” upon death, and not all boosts or perks are permanent, so there are indeed roguelike elements, but there is also progression through permanent collectibles and upgrades, and that’s why I lean much more to the roguelite side of the fence for this one.

Development:

There's something very unique about the settings menu, so I'm going to begin my review there. It allows for the rebinding of all controls and even includes mapping for screenshots. This is a feature I've seen utilized most recently in Noita and would love to see implemented in more games. For me, and many content creators, it seems like a no-brainer, but it's rarely included in native support. Kudus to Supergiant for paying attention to details like this and also for adding a feature I've never seen in a retail build before, God Mode. God Mode has been used to facilitate development and testing for as long as I can remember, at times remaining as a hidden feature requiring a specific command to enable, but I've never seen it utilized in this way, as a clearly visible settings option for gamers who are struggling or prefer to focus strictly on the story.

Grahics:

Crystal clear graphics and original artwork grabbed my attention right from the start. I was also impressed with the exciting cast of characters, which among others includes: Daedalus, Nyx, Ares, Dionysus, Hermes, Achilles, Poseidon, Zeus, Athena, Artemis, the furies, and Lord Hades himself. As a heavy reader and fan of all things mythological, I absolutely loved seeing these Olympians jump right off the screen with such meticulous detail. I run the game on 1920x1080 resolution with a solid 60FPS and have yet to experience a skip, stutter, or tear. It’s absolutely vibrant, just gorgeous.

Sound:

The Long Winter Update added new sound effects and dialogue to what was already quite impressive. The voice acting is superb, and the traits/personalities of characters are expressed very well. I really liked the varying soundtrack and was pleased to see an in-game feature that allows for specific tracks to be played. Soundtracks aren’t usually a defining factor for me when it comes to purchasing games, but I can’t help but point out how well this one enhances the world that the developers have created.

Gameplay:

Our goal as the son of Hades and prince of the underworld is to escape. Progression through the game's primary areas (Tartarus, Asphodel and Elysium) is the only way to accomplish that. Players can expect dynamic gameplay and real-time combat with a unique upgrade and reward system as well as the ability to determine the direction their game will take, through boons, underworld renovations, weapon choices, character and weapon attributes, and even the path they choose to take through chambers.

Hades utilizes procedural generation to ensure variance between runs, and also a combination of permanent and temporary boosts or perks. For example, boons obtained during a run are lost at the end of that run, but enhancements obtained from a chaos well may only be valid for a certain number of chambers or encounters. On the other hand, weapons and upgrades obtained in Hades' home are permanent, and currency items are not lost. These features, plus the addition of in-game challenges and difficulty tweaks (like the option to enable a timer) ensure replayability and that each gamer has a highly unique and customized experience.

Conclusion:

Overall, I definitely recommend Hades. If you enjoy roguelites, roguelikes, ARPGs, hack & slash, character-driven storylines, or any of the other titles in the Supergiant catalog (Bastion/Transistor/Pyre), you simply must give this engaging and fun romp through the underworld a try.

...because #GamersRule
Posted February 6, 2020. Last edited February 6, 2020.
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48 people found this review helpful
2 people found this review funny
0.8 hrs on record
Introduction:

I tend to love games like this, anything in the neighborhood of a hack n slash or RPG with an old-school feel to it. In fact, I'd had this on my wishlist for a while, so when I saw it on sale for $2.99, I snagged it up and settled in for a little "me time" at the computer. Unfortunately, I was underwhelmed and disappointed.

Graphics:

Graphically, WYSIWYG, or rather, "what you expect is what you get." I've got no complaints there, except to remind the developers that there is a very fine line between retro and illegible. Borders and shapes can still be clearly defined without losing the campy feel. I felt that this line was pushed a bit too far in the wrong direction here. I do like the grungy, back-alley artistic style, however.

Sound:

In regard to audio, I didn't hear anything that I didn't expect, nothing aggravating, distracting or on the other hand, pleasantly surprising, either.

Controls:

The control scheme is where Cybarian lost me entirely. It's simplistic, too simplistic, with only the jump and attack button to begin with. I later obtained the roll/dodge ability, and the final ability is to throw your sword, like a ranged attack. I can easily get on board with simple, when it's done correctly, but the controls just weren't as responsive as they needed to be. I often slid into obstacles or enemies when I didn't intend to, and there is a definite delay between one attack and the next, meaning that you can get pummeled during and immediately following the animation. I learned very quickly that timing is essential, but getting that down only helps so much unless the controls are super responsive, like fast-twitch muscle response, and this game lacks in that department.

Gameplay:

In regard to gameplay, the ability to remap controls, toggle checkpoints on and off, and choose degrees of difficulty were notably absent from the menu options, making this a game that requires a long-term single-sitting time commitment. Stages do not contain checkpoints, and there are no health drops from destructibles or enemies. You do have the option of using game coins to buy a "heart" and replenish a small amount of health at a vending machine during the level. However, the only other opportunity to increase health is a slot machine game at the end of a stage, and I've yet to win one of those.

When you complete a lengthy stage, you don't need to repeat it; however, if you quit the game and return later, you're back to the very beginning. It's unlikely that the average gamer is going to want to return to this game knowing that it's necessary to repeat it in its entirety, and that alienates the typical casual gaming audience as well as those who play in short increments due to necessity or preference.

Conclusion:

Overall, I can't recommend it. In regard to gameplay, I would be inclined to recommend it for a very specific audience, one who prefers a tougher challenge, doesn't mind repetition, and can commit the time for a complete playthrough in a single sitting. However, because the controls didn't respond like they should, I have to go with the "not recommended" score for now. As always, I invite the developers to contact me for a revised review when these issues have been resolved.

...because GamersRule
Posted January 17, 2019. Last edited January 18, 2019.
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32 people found this review helpful
0.1 hrs on record
Early Access Review
I am so disappointed with the developers of Undead Souls. I'd had this title on my wishlist for a while now, so when I saw it at 90% off the $9.99 price tag today, I didn't even hesitate. Apparently, I should have. Now, it's important to note that I hadn't read anything about asset flips or the poor reviews from Gun Brothers and Massive, so I really went into this blind and optimistic. I love a well-done roguelike, and top-down twinstick shooters are my jam, so I was expecting one thing but got something else entirely.

My major gripe with Undead Souls is that it's completely unplayable. I found the controls to be unresponsive with a notable delay between button presses and action. However, the swarming opponents have no such delay in their activity and made short work of my 7 hit points, usually before I'd even realized that I'd been hit with something. To say that opponents are seriously overpowered under the circumstances would be a tragic understatement.

The starting angel character fights with a sword, but the player still utilizes twinstick combat to aim in the direction of the swing. Unfortunately, hitboxes seem to be out of whack, because try as I might, I only connected about half the time. I stuck it out long enough to unlock the jester character, thinking that maybe a projectile weapon would even the odds a bit, but it did no such thing.

Graphics and sound didn't even rate as mediocre. In fact, while I was playing, or attempting to play, those weren't even tracking for me. I had to go back in and pay close attention to even determine that they weren't worth my time because I was so overwhelmed and frustrated trying to get the mechanics to work. I was able to alter the zoom and disable screen shake, but that made little to no difference in gameplay for me.

Under no circumstances can I recommend this game, not even at the 99 cent price I paid today. In fact, I'm submitting my refund request to Valve for this unplayable game the very second that I publish my review. With titles like Nuclear Throne, Enter the Gungeon, Streets of Rogue, Gatling Gears, Crimson, Feral Fury, NeuroVoider, Zombie Party, Hero Siege, Kill to Collect, Android Cactus, Utopia 9, Necropolis, Crypt of the NecroDancer, Dead Cells, and Full Mojo Rampage, you're sure to find a worthy roguelike or twin-stick shooter for your library. This, however, is not the roguelike you're looking for. ;)
Posted December 9, 2018.
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26 people found this review helpful
1 person found this review funny
4.7 hrs on record
The opportunity arose for #GamersRule to cover Until None Remain: Battle Royale PC Edition and being such a huge fan of similar BR games, I was intrigued.

Description:

Until None Remain: BR PC comes from indie developer & publisher D.W.S. and was released at the same time as the VR edition. It’s a third-person, Sci-Fi arena shooter and there is definite potential here. I do recommend it overall, but it's not going to be for every gamer at this time.

Gameplay:

To begin with, players will find a handy tutorial, a kind of offline lobby area where weapons, items, and targets can be found. Each has a tooltip, which is great, and players cannot be damaged in this area while they get the feel of the controls and learn about the game mechanics. This area can be left at any time to join an online game, and players can return here later for a refresher.

Once ready to jump in, contestants will find themselves in an online lobby, waiting for the match to begin. My first bit of feedback pertains to this lobby. I actually played and streamed this game with a friend of mine, and when we entered this area to find nothing but empty tables and a game show-like sign on the wall with a 3 minute countdown, our first reaction was, “Geez, this catering service sucks!” Three minutes is a very long time to wait, especially when there are no other players around and nothing to do but jump up and down or spin in circles.

Until None Remain BR is a very new and relatively unknown release, for both VR and PC versions, so there is little to no playerbase at this point. We were in-game nearly an hour before my friend and I came across two other players in the lobby. Therefore, I applaud the developer for including the bot mechanic which populates the rest of the match with bots when live players are not available. Every game has the challenge of cultivating and maintaining a playerbase, so this bot mechanic demonstrates foresight and if nothing else, a starting point for players to get into the game and determine if it’s something they’d like to come back to at some point. However, I have to say that I’m disappointed with the bot behavior. It seemed relatively inconsistent to me, so I’m hoping that these functions are tweaked in the near future or that the developer can market effectively to generate a live playerbase, making the bots more or less obsolete.

During gameplay, a variety of weapons, items, powerups and gear can be obtained. There are weapons and gear to suit just about every preference, from Tesla grenades and shockguns to jetpacks, sniper rifles and rocket launchers. The item mechanic seemed to be really well thought out, overall. Some items, like med kits, are used upon pickup and cannot be stored for later, while items like med pills can be stored in a backpack. I was a little confused about some of the gear, though. I kept coming across one particular piece of armor, yet you can only equip one, and these didn’t seem to degrade over time.

Graphics:

The D.W.S. team has obviously spent considerable time on graphics. While there is definite room for improvement, such as with the game show-like contestant sign in the lobby, other features, like the highlights and shadows on interior tiles, are noticeably better. I did experience one particular graphics oddity when attempting to grab items of the tables in the arena. It seemed that clicking the “Y” button on the controller too quickly resulted in a white box. This subsided when button presses were slowed.

Sound:

There is no musical soundtrack for Until None Remain BR PC Edition. I found this a bit strange. While I understand the need to focus on sound effects, such as footsteps, in an arena shooter, I would have rather had a musical soundtrack with options for volume reduction than to have so little going on in the way of audio stimulation. What I did notice was the sound of wind when walking or sprinting around the arena. Others have referred to it as ‘heavy breathing” but it’s actually the sound of wind, and if the purpose of eliminating the musical aspect was to narrow focus to audio cues, then this feels out of place to me.

Development:

Overall, Until None Remain BR PC Edition plays better than a lot of other indie offerings out there, and that couldn’t happen if it weren’t built on a very strong developmental foundation. Support is included for 10 languages, and multiple player servers are available 24/7. There are also a variety of settings in the menu that can individualize your experience, including button/key mapping.

There’s some solid work in this game, but I did have an issue with the hoverbike. Until None Remain BR includes controller support; however, I was unable to board the hoverbike with my controller and unable to fly or debark one with the mouse & keyboard controls, so I was never effectively able to test that out.

I also felt that some weapon re-balancing was in order. Some of the weapons tended to do a greater degree of damage than expected while others did considerably less. This also pertains to the obstacles in the arena, such as the laser turrets. I was unable to damage these in any way, yet they did an immense amount of damage in comparison to weapon attacks from other players. Since there is no upgrade mechanic for the player, we’re reliant on the gear and weapons balancing to be spot on.

I was also disappointed that more maps were not available. There is an outdoor, desert-like area and an indoor area, but additional variety could go a long way to encourage players to return to the game. I was also surprised by the size of the arena. It felt way too small to me. The developers have incorporated a PUBG-like zoning aspect, pushing players to the center of the arena, but it’s so small to begin with that I didn’t feel like I had enough space to maneuver comfortably.

Additional upgrade mechanics for the player or weapons and cosmetic options for the player would be fantastic, so I hope to see those in the future as well, but of course, these will have to take a backseat to any core gameplay improvements that the developer decides to implement.

Replayability:

With such a small playerbase and limited map options there is limited replayability, unless you have a group of friends in mind to play with. D.W.S. recently dropped the retail price in the Steam store to $1.99, a huge reduction from the original price point, so in that regard, it’s definitely affordable if you have friends in mind to play with and enjoy battle royale games.

Conclusion:

Gamers who enjoy arena shooters and battle royale games are likely to enjoy Until None Remain BR PC Edition, but only if they have friends in mind to play with. This is by no means a top tier quality game, but it’s certainly not broken, and it doesn’t exactly feel like an alpha or beta either. It feels and plays like exactly what it is, a brand new indie title from a talented indie developer that has obviously been influenced by other similar games, one that’s attempting to accommodate both VR and non-VR PC gamers in separate releases, therefore doubling their workload and challenge to a certain degree. D.W.S. hasn’t quite gotten all the fine details worked out just yet, but #GamersRule would certainly revisit Until None Remain BR PC Edition in the future.

Videos:

#GamersRule Gameplay footage is available on Twitch at: https://www.twitch.tv/videos/218923293 or YouTube at: https://www.youtube.com/watch?v=-HpGW8JaU4c
Posted January 30, 2018. Last edited January 30, 2018.
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32 people found this review helpful
2 people found this review funny
2
2.3 hrs on record (1.5 hrs at review time)
Immortal Redneck has been on my radar for a while, so when the opportunity arose for me to cover it, I jumped at the chance. FPS games are not my primary genre; however, I’ve covered some really good ones. The same can be said for roguelite/roguelike games. I don’t do well with a true permadeath scenario or even a roguelite that is too difficult to be enjoyable to a casual gamer. Immortal Redneck succeeded on both fronts for me, as it’s not what I consider a typical FPS, and while it does have permadeath, any skills that have been leveled up remain with your character.

Description:

Immortal Redneck is a FPS with roguelite and platforming elements from indie developer and publisher Crema. In regard to gameplay, the game is easy to learn but difficult to master. At the beginning of the game, our character comes to the realization that he is mummified and in Egypt; however, we don’t understand why or what exactly is going on until we uncover these details through normal game progression. There is a definite storyline here, and for me, that just makes the game all the more interesting.


Gameplay:

During gameplay, a variety of character classes, weapons and skills are unlocked and/or upgraded. The game consists of three large pyramids, each including two bosses and a variety of creatures to kill. Roguelite elements come into play upon character death, as our character respawns outside the pyramid and can spend any gold obtained during the last run on skills and upgrades, which remain through game progression. Gold is a “use it or lose it” feature, as you forfeit any unspent gold upon returning to the pyramid. There is definite "rinse and repeat," but thanks to solid development, procedural generation and Twitch integration, I never found it boring or unnecessarily difficult.

Immortal Redneck is suitable for both casual gamers and hardcore FPS fans. It’s playable in short increments if preferred, and game progress is saved. I wouldn’t necessarily classify it as being for mature audiences, but I would like to disclose that it does include profanity. While that doesn’t deter me in the slightest, it may be a factor when deciding which games to purchase for kids. For adults, though, I found the language and dialogue to be humorous and appropriate.

Graphics:

Sharp graphics are another positive feature. I didn’t experience any visual glitching, clipping, or other graphical oddities during gameplay. I enjoyed the Egyptian theme and the use of color. There are some very unique creature creations in Immortal Redneck, and for that, the creative team should be recognized.

Sound:

The soundtrack took a backseat to graphics and gameplay. Whether or intentional or not, it was actually very understated and didn’t really play a big part in my experience. It wasn’t obtrusive, by any means, and audio cues can always be helpful in a game like this where there can be fast movement. As a whole, I can’t say that it added to my experience or took anything away from it. If the intention was to allow gamers to focus on other aspects of the game, then that was certainly accomplished.

Development:

Immortal Redneck plays beautifully, and that couldn’t happen if it weren’t built on a very strong developmental foundation. Full controller support is provided, and those controls are extremely smooth. I had no difficulty with judging distance for jumps and a very small learning curve for figuring out firing distance for various weapons. I felt no drag when needing to spin around quickly, and I didn’t notice any inconsistencies in movement or combat as they relate to the controller mechanics.

Combat feels very balanced, and the mechanics for the skill tree, loot system, and upgrade system all seemed appropriate to me as a gamer. I appreciated the storyline as well as the linear game progression. The game is super intuitive, and while playing, you can’t go anywhere you’re not meant to at that point.

Immortal Redneck does include a quick tutorial as well as a variety of settings in the menu that can individualize your experience. Button/key mapping is also available. In addition to the normal game mode, you can also experience the Infinite Tower or Twitch Quest modes. Infinite Tower is a neverending tower of floors meant to challenge even the most seasoned gamers, and Twitch Quest mode utilizes Twitch integration to allow a streamer’s audience to vote on scroll drops obtained during gameplay.

Replayability:

Immortal Redneck also has definite replayability. The floors of the pyramids are procedurally generated, with enemies, drops, and layout varying from one run to the next. The player can choose weapons and character classes and can also customize characters through the skill tree. Twitch integration also adds to replayability by allowing viewers to vote on received scrolls, which are obtained as item drops during gameplay. Scrolls add an advantage or disadvantage to the gamer, and it’s a great way to engage an audience while also increasing replayability.

Conclusion:

Gamers who enjoy shooters and roguelite/roguelike games are very likely to enjoy Immortal Redneck. I highly recommend it to gamers who gravitate to these genres and also to those who don’t, because I see elements of so many genres in the game, including platformers, metroidvanias, and even adventure games. There is plenty of content to enjoy, and I look forward to spending quite a bit more time wih Immortal Redneck.

Videos:

#GamersRule Gameplay footage is available on Twitch at: https://www.twitch.tv/videos/209944306 or YouTube at: https://www.youtube.com/watch?v=kxqa8h7K8S8
Posted December 15, 2017. Last edited December 15, 2017.
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43 people found this review helpful
3.2 hrs on record (3.1 hrs at review time)
Star Story: The Horizon Escape is one of the most unique and enjoyable games I’ve played in recent months. I was absolutely astonished by the degree or workmanship and level of talent displayed by small indie developer Evil Corporation Games. I had the great honor of hosting a live stream event for the developer, and during this fun event I learned a lot about the journey of this hidden gem.

Ultimately, a game can only go as far as its development team is willing to go, and this team really goes above and beyond. EvilCoGames spent 3 full hours with #GamersRule on stream, shared dozens of keys with viewers, answered questions, and even shared future development plans with us. That’s really something special.

Description:

Star Story: The Horizon Escape is a vibrant side-scrolling adventure RPG with turn-based and text elements. It takes place in a beautifully drawn and unique environment with nods to sci-fi, steampunk, and the Wild West.

I hesitate to compare the game to text-based questing games, because it’s so much more, and while I don’t generally enjoy the old text-based questing games on PC, I thoroughly enjoyed Star Story: The Horizon Escape. Therefore, I will instead describe it as an immersive, “Choose Your Own Adventure” brought to your PC EvilCoGames-style.

This small Russian development team has a wonderful sense of humor and creativity, and these were evident to me both during the live stream event and also during gameplay.

Gameplay:

Star Story: The Horizon Escapes begins as the player crashlands onto an unknown planet. From there, our journey continues with exploration thereby allowing us to gather resources, identify new substances, unlock new weapons, and make use of the crafting mechanic in home base.

Battle instances are turn-based but really felt about as close to real-time combat as a turn-based combat mechanic can be. With the addition of extra weapons, shields, and secondary weapons like grenades, it was much more enjoyable to me than I ever expected for what are technically turn-based battle instances. I spent just as much time exploring, collecting resources, and crafting as I did in combat, and for this type of game, that was a very nicely achieved balance.

In regard to time commitment, my first playthrough was right at 3 hours. However, it was also during the live stream event, so most gamers can probably complete it even faster. Even though there are 24 endings, they need not all be completed at once. This is definitely a game where short increments of playtime would be just fine. The game saves your progress, and even if your character dies, it simply respawns back at home base, so no raging necessary. It’s a casual game and certainly family-friendly for those looking to enjoy a game with children

Graphics:

Graphically, Star Story: The Horizon Escape is gorgeous, with vibrant colors and striking artwork. Upon launching the game, my eyes were immediately drawn to the crystal clear, almost sharp, images with beautiful shadowing and color combinations. The creative and artistic team really went above and beyond. Players will find a variety of resolutions as well as fullscreen options in the settings menu to ensure the best personalized graphics experience.

Sound:

The soundtrack lends another layer to the immersive experience. It’s truly enjoyable, a combination of ambient sounds, combat sound effects and musical soundtrack. During the live stream event, viewers took note of the soundtrack and commented that they also enjoyed it. Everything about Star Story: The Horizon Escape was charming and engaging, including the soundtrack.

Development:

Developmentally, this is a very solid game. While a recent patch was issued to fix an issue with Steam achievements, I can not say that I encountered any issues during gameplay. In fact, quite the opposite. I felt that the game was intuitive and included really solid construction. With a foundation like that, the only place that EvilCoGames can go from here is up.

Content is certainy not in short supply, and if I was surprised by anything, it was the naturally smooth game progression. Star Story is played with a mouse and keyboard; there is no controller support at this time, nor am I aware of plans for future implementation. However, being a gamer than prefers a controller, I honestly didn’t miss it here. For those who require or prefer a controller, I would recommend a Steam controller. There are already profiles available for games with a similar control scheme, so that should be possible when necessary.

At this time, Star Story includes support for both English and Russian languages with more to come in the future. In fact, that was one of many questions asked by viewers and answered by special guest EvilCoGames.

Another developmental question that was answered was in regard to availability on mobile and other digital platforms. At this time, Star Story: The Horizon Escape is available on Steam and Itch.io, but there are plans for a future release on mobile platforms.

Star Story is the winner of the Deconstruction Workshop at White Nights in St. Petersburg 2017 and GTP Indie Cup winner for Best PC Game in 2017.

Replayability:

This is a game where choices and outcomes are abundant, and what the player chooses to do really does change the outcome of the game. In fact, there are 24 different endings and a multitide of methods for getting there. After the first complete playthrough, I can’t imagine ever playing it twice in exactly the same manner. This game has replayability in spades.


Conclusion:

Ultimately, I absolutely recommend Star Story: The Horizon Escape. The unique blend of atmosphere, graphics, sound, and text-based elements with surprisingly enjoyable turn-based combat, that feels anything but, compels me to recommend the game. This is certainly a hidden gem, family-friendly, with a massive amount of replayability and 24 different endings. Star Story will appeal to gamers looking for a casual game and those seeking a new and unique RPG or adventure game.

Video:

If you missed the live stream event or would like to view gameplay footage, video is available on Twitch at: https://www.twitch.tv/videos/180597874 and also on YouTube: https://www.youtube.com/watch?v=7VcHK9i9XZM

GamersRule sends our very sincere grattitude to Evil Corporation Games for spending time with us during the live stream event, and we can’t wait to see what they come up with next.

...because #GamersRule
Posted November 4, 2017. Last edited November 4, 2017.
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36 people found this review helpful
21.5 hrs on record
Original Journey is a shining example of why I love indie games and support talented indie developers. I've had the privilege of playing both the pre and post release builds, and I was astonished on both occasions with the quality of the entire gaming experience. This is exactly the type of video game review I like to write, one that highlights a truly hidden gem.

Description:

Original Journey is a 2D side-scrolling adventure RPG and shooter with roguelike elements. In regard to gameplay, the game is what I would consider simple but not simplistic. The beginning of the game alerts us to the nature of our character and this company of vegetable-like "Ato" who are on an as of yet undisclosed mission in this strange place. The game proceeds very much in a linear fashion, one area after the next, one objective after the next, so it's virtually impossible to find yourself "lost" and unsure of how to proceed. As we venture into the forest, we find procedurally generated levels with their own objectives/quests, resources and enemies, and each more difficult than the last.

Gameplay:

During gameplay, we unlock a variety of weapons and suits, each unique in function and benefits, and find a variety of loot utilized for upgrades. This is where the roguelike elements come in, because when our character dies, it respawns back at base, and we can then venture out again. However, we will have lost whatever items were in our cargo hold at the time, so frequent trips back to base to store loot are a must. This is a game with definite "rinse and repeat," but I never found it boring or unnecessarily difficult.

In regard to time commitment, I have over 21 hours into Original Journey, but I completed the game content available in both builds more than once, so this can easily be completed in one 3-5 hour gaming session, dependent upon how much exploring you do. It can also be completed in short increments, saving your progress to revisit at a later time, so this is not a game that requires a huge commitment on your part to enjoy.

Graphics:

Graphically, it's beautiful, a muted color pallette allows the player to focus more on the striking hand-drawn artwork and less on flashy graphic effects. I found the graphics very refreshing actually and consider it to be an excellent example of what an ambitious creative team can accomplish.

Sound:

The soundtrack is another plus. It's not at all overpowering or annoying. It's actually quite impressive, and sound effects can alert you to hazards. However, hearing impaired players and those who prefer to game with little to no sound will still be able to enjoy the game by relying on visual cues.

Development:

Developmentally, Original Journey is solid. I did not encounter any game breaking bugs at any time, and never encountered any kind of bug or glitch once the full release was published. There's plenty of content to enjoy, and the controller mechanics were spot on. Shooters are one of many types of games where poorly developed control schemes can ruin the entire experience for a gamer, but I can assure you that is not a factor for Original Journey. Game progression is steadily paced, and the levels, while not complex, are certainly enjoyable and don't inhibit the progressing storyline.

Replayability:

Original Journey also has definite replayability. Because the levels are procedurally generated, with resources, enemies, and even supply drops varying from one playthrough to the next, and because the player can choose weapons, turrets, and suits, and also control turret placement, the game can be revisited at anytime. I've yet to play through the game in exactly the same way twice.

Conclusion:

Overall, I definitely recommend Original Journey, especially to gamers who enjoy shooters, roguelike/roguelite games, RPGs, and adventure games. There is much to appreciate and enjoy aesthetically, but that aside, the gameplay is truly enjoyable. In fact, I'm holding out hope for additional content or even a sequel. I enjoyed it that much.

Videos:

If you'd like to see gameplay footage of the full release, you can view over 3 hours of footage on Twitch at: https://www.twitch.tv/videos/167619917 & https://www.twitch.tv/videos/167619996 or on YouTube at: https://www.youtube.com/watch?v=7qvAPfwyJ_o

...because #GamersRule
Posted October 22, 2017. Last edited October 22, 2017.
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233 people found this review helpful
5 people found this review funny
263.3 hrs on record (236.5 hrs at review time)
Hollow Knight is a truly ambitious metroidvania released by small indie developer Team Cherry in Adelaide, South Australia. Hollow Knight includes many platforming elements as well as an ARPG feel and looting mechanic, all in a side-scrolling presentation. From the beginning, the player is overwhelmed by the magnificent hand-drawn art, unique style, and darkly contrasting color palette. This glorious world of bugs is overflowing with originality, and well, it’s just pure “eye candy.”

The open-world feel of the game leaves the player free to explore in many directions, yet it’s devoid of “neon signs” and “go here” instructions, leaving the player free to explore and learn about this magnificent world all on his or her own. This is truly a self-paced game, and it can be played in short increments or lengthy sittings, according to the player’s individual gaming style and preferences.

Sooner or later, the player will find that what felt like wide open space, narrows a bit, because it’s discovered that items or abilities are needed in order to progress from one area to another. Backtracking will become a staple until the player figures out what’s missing or meets the requirement to progress into the new area. For some players, this is frustrating, but for others, it’s exhilarating, a true adventure. Finding each area’s “cartographer” to unlock the map for the area will be essential. One of the most jaw-dropping moments for me as a gamer was to view the massive scale of the pieced together map for the game world once every area had been mapped; it was truly awe-inspiring.

Through the course of gameplay, one encounters a multitude of majestic and downright ferocious-looking bugs. The imagination leaps right out of this marvelous world and drags the player right down into this thoroughly encompassing environment. From the shapes and colors to the music, it all creates a fantasy world like I have yet to experience anywhere in games or literature ever before.

Spelunkers and treasure hunters will enjoy delving into the depths of this truly massive game world while adventurers and explorers will find a metric ton of secrets, that is, if they’re paying attention. Environmental cues abound, so the player will learn to use and/or hone observational skills during the course of gameplay. From the sound of walking, flying, or running water to the pace of the accompanying musical tracks, absolutely everything feels deliberate.

It is a true rarity to find a game that is this enjoyable, especially one built to such a massive scale and crammed so full of genius, so it may come as a surprise to learn that even above and beyond all of that there is an extremely well thought out storyline. The player wants to learn about these creatures, most importantly the hollow knight and the masked hero, and to discover how this world came to be in its current state and what will become of it.

It’s impossible to encounter every variance on one playthrough. There are certain charms that may lock out others if obtained in a particular order, NPCs that are to either be saved or killed, hidden areas, “secret” NPCs, collectibles to be found, grubs to be “freed” and up to 4 different endings. With all the hidden pathways, secret areas and hidden dialogue options used to discover the lore of this world, it’s an amazing amount of content.

Combat is fluid and balanced, and the upgrade method is as close to perfect as I’ve ever seen. From the main weapon (nail) upgrade mechanic to the collection of charms, each has its own mechanic, use, or benefit. Enemy bugs possess unique strengths and weaknesses as well as their own attack and defense systems. Timing is essential for a lot of these battles, so don’t be discouraged if your character dies frequently while you figure that out. There is no permadeath or loss of items and upgrades with Hollow Knight, so you are free to “die, die, again” until you get it right.

Hollow Knight sports full controller support, and it is indeed smooth. A controller is definitely recommended for the game, and I had no issues with either the Xbox 360 or Steam Controller. Bosses can be truly brutal, so to that end, I’ve created a playlist to help you with some of the most challenging areas, bosses, and grubs.

https://www.youtube.com/watch?v=V8RnA5aZpyg&list=PLh0_K6merFypHLhkzpR5bGoDWKUxgCHzd

There is also a fast travel mechanic accomplished by the stagway and railway systems and a separate storyline involving the stagway system, so you won’t want to neglect these. Fast traveling will save a great deal of time as you revisit areas to reach or access something you couldn’t before.

I did encounter just a couple of oddities or glitches that have been added to the #GamersRule “Hall of Weird.”

https://www.youtube.com/watch?v=E0SrQ-vVuFg&list=PLh0_K6merFypHLhkzpR5bGoDWKUxgCHzd

However, with this amount of content, I would have been concerned if I hadn’t encountered at least something while exploring the world of Hollow Knight. It’s mind-boggling to me that Team Cherry created such an enormous game world and that it’s as close to perfect as this one appears to be. I have over 260 hours in-game, and yet I still have more to accomplish thanks to the upcoming update sometime this month which introduces a new method for fast travel (Dark Gates) and new bosses. I have a feeling Team Cherry isn't done with this world quite yet, and we may even see an expansion or sequel in the near future. This reviewer sure hopes so. Until next time.

...because #GamersRule


Edit 7/28/17:

This review has been featured by LRK Gaming: https://lrkgaming.com/hollow-knight-review/

Please take a moment to share, sub or follow if you appreciated or found this review and/or the accompanying videos helpful. :)
Posted July 11, 2017. Last edited August 6, 2017.
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50 people found this review helpful
2 people found this review funny
0.4 hrs on record
Let me begin by saying that I paid full price for this game, strictly because I love a good platformer and thought that's what I'd find with this game. I was very wrong.

Initial Impressions

To begin with, there are some serious development issues. I've posted multiple requests for assistance to the discussion forum for this game regarding repeated game crashes, and as you can see by the "Bug" thread, others are having the same issue. I posted crash logs and tried every possible fix I could find on my own plus the few that were suggested by other players. Unfortunately, the developer spokesperson on the forum was not helpful at all, offering vague advice that he himself didn't seem confident in.

Hardare/Software

If you have a newer PC and/or higher end laptop or PC with Windows 10, you are likely to experience the same issues that I did. Firstly, it's not possible to go into fullscreen, either by using the maximize button or navigating through the options menu. Attempting to do so causes game crash and an, "English version has stopped working" error for the exe.

Graphics

After hours of trying to resolve this issue, I finally decided to try to play it in windowed mode, but it's just too darn small of a screen, and blowing up the window size to the max of 200% isn't much help and only results in blurred and fuzzy graphics. It looks like there could be some real creativity working behind the scenes toward the artistic effort, but that creativity is lost, muddled by these issues.

Soundtrack

In regard to sound, I found it annoying. I didn't care for the repetitive exclamations of the main character when jumping, or the repetitive subtitles. The dialogue scenes are excessive but can be rushed through by holding down the "B" button on your controller.

Controller Support

Controller mechanics are also severely lacking. While there is full controller support advertised, it's been poorly executed. The button presses didn't result in consistent actions, so I cannot classify the controls as responsive. Additionally, the D-Pad doesn't work at all, and that does seem to be an issue that is at least acknowledged by the developer. Another issue in regard to controls is experienced when attempting to save or close the game. I experienced additional game crashes and button presses that didn't register. I used a wired XBOX 360 controller, so I imagine that gamers using other controllers will experience the same or even worsened issues.


Conclusion

Gameplay was apparently designed to be difficult, with unpredictable bosses, to cater to gamers seeking a real challenge. However, for a game to be challenging and still remain enjoyable, it needs to be functionally sound, and this one is not.
I'd gladly revisit this game in the future once all of these issues are resolved, but at this point, what seems to be a promising concept falls positively flat for this reviewer. My experience has been that the game has potential but in its current state is a hot mess. I paid full price for the game and regret the purchase, so I don't advise that other gamers plunk down $10 unless they're reasonably certain they can play it. If you're unsure, then perhaps it's best to wait for a major sale or bundle opportunity.
Posted February 27, 2017. Last edited February 27, 2017.
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