• Gobliiins Collection - Switch Review

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  • House Flipper Remastered Collection - PC Review

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  • GranBlue Fantasy: ReLink Endless Ragnarok - PS5 Review

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  • 70s-Style Robot Anime Geppy-X - PS5 Review

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Showing posts with label 2D. Show all posts
Showing posts with label 2D. Show all posts

Gobliiins Collection - Switch Review

Gobliiins Collection by developer and publisher Red Art GamesNintendo Switch review written by Susan N., with copy provided by the publisher. 

Estimated reading time: 13 minutes  

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Innovative 2D Action Roguelike is Out On All Major Platforms!

Zaragoza, Spain – July 2, 2026 | Independent developer SIDRALGAMES alongside publishers Selecta Play and Entalto Publishing are thrilled to announce that HYPERWIRED, the innovative 2D action roguelike, is out today on Steam, Nintendo Switch, PlayStation 4|5, Xbox One and Series S/X at a price of 7.99 USD with a 10% off during the first week (except on PlayStation). There is also a free demo on Steam for players who want to try out electrifying experience of HYPERWIRED.


HYPERWIRED redefines the classic top-down shooter with its unique "tethered" core mechanic. In a galaxy plunged into darkness, players pilot specialized ships that must physically plug into power sockets to recharge weapons and systems. While connected, you gain immense firepower but are restricted by the length of your cable, creating a high-stakes tactical balance between staying powered up and dodging relentless enemy swarms.

KEY FEATURES

  • Tactical "Tethered" Combat: Master the balance between immense power and limited mobility
  • Deep Roguelike Loop: Navigate procedurally generated sectors and master a rechargeable slow-mo system.
  • Extensive Customization: Pick up BATTERIES and discover +250 combinations of bullet modifiers and 40+ upgrades to customize your build.
  • Fleet Variety: Choose from 10+ distinct ships and rescue stranded pilots to build a supporting army.
  • Massive Boss Battles: Engage in intense combat against several massive bosses guarding the end of each galaxy.
  • Retro Aesthetics: Built in GameMaker, blending innovative mechanics with striking pixel art.

FEEL THE TENSION, MOVE AND SHOOT STRATEGICALLY!

  • Blast your mega-laser!
  • Form an army of rescued stranded ships that will fight alongside you!
  • Destroy the stages and defeat a large variety of enemies!
  • Encounter dangerous and challenging BOSSES after each galaxy in your quest.
  • Holding the breach, dodging enemy bullets, and piloting through narrow hallways shouldn't be a problem, BUT just in case...
  • Your ship is equipped with a futuristic Slow-Mo System that you can use almost whenever you want!
  • Get CHIPS of temporary upgrades by destroying enemies!
  • Optimize charge times, improve your firepower, get more cable length...
  • Become invisible to enemies.

STORE LINKS



About Selecta Play

SelectaPlay is SelectaVisión’s video games publishing branch. The company works with talented studios on unique video games and helps them publish their titles in both physical and digital formats worldwide.

About Entalto Publishing

Entalto Publishing is the publishing arm of Entalto, a passionate and forward-thinking video game developer and publisher based in northern Spain. Founded in 2021 by industry veterans with over a decade of experience, Entalto is more than just a publisher; it is a dedicated partner to developers worldwide, championing fair deals that prioritize creators. Believing that developers deserve the largest share of their success, Entalto is committed to ensuring they receive it.

About SIDRALGAMES

Based in Zaragoza, SIDRALGAMES is a studio known for blending innovative mechanics with striking retro aesthetics, evolving from game-jam roots into multi-platform development.

Article by: Susan N.
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Net.Attack() - PC Review

Net.Attack() by developer ByteRocker’s Games and published by ByteRocker’s Games and Gamersky Games - PC (Steam) review written by Hayden with a copy provided by the publisher.

Estimated reading time: 5 minutes


Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset. This top-down programmable shooter is definitely not my usual cup of tea - you’ll find me building things more often than destroying them - but the way that the game steadily ramps up the difficulty while letting you tinker is a gold mine. At its core, Net.Attack() is about figuring out how to chain together nodes in its simple-looking programming interface to create new and more powerful attacks while you dodge enemies and run out a timer on each level. The way that ByteRocker’s has woven that into fields of gratifying explosions and endless waves of enemies, however, has really elevated this from ‘neat’ to ‘WOW’.



Net.Attack() centers progression around three collectible currencies: ByteCoins (experience used to level up your character), Data (used to purchase nodes to program with), and DarkBits (used to purchase upgrades between sessions). In true roguelite fashion, each session you play will try to conquer a single region with multiple layers (levels) to progress through. Win or lose, the DarkBits you collect can be used to purchase incremental upgrades that apply for all future attempts. ByteCoins and Data, however, are used only within a single run, and do not carry over. That said, without ByteCoins to level up and Data to buy programming nodes with, you’re not going to get very far!

The playing field within Net.Attack() is a relatively simple top-down field, with floating icons to represent your character and enemies within the area. Since you’re playing as a hacker here, this makes sense - you’re looking at a visualization of what you are doing, you’re not physically present yourself. By default, every hacker character (and there are many to choose from) starts with at least one program node that provides an attack. Early on, enemies are sparse and weak, allowing you to carefully pick off enough to get an initial level or two and afford a couple of programming nodes. This is where the game starts to take off, and where my inner nerd rejoices.



Programming in Net.Attack() is done in a dedicated coding screen that pauses the run-and-gun action. Every character starts with a selection of Root nodes, which automatically trigger anything attached to them on a cycle based on their speed in milliseconds (ms). Every node you earn or purchase chains off one of these recurring triggers, and has its own speed value that slows down the whole chain. Sure, you might find a node that drops a veritable nuke on a section of the screen, but anything you have in the same action chain will be crippled by the extra time it takes to run! On the other hand, highly upgraded characters might be able to get some nodes to a point that they actually speed up the chains they’re in, so maybe you can figure out a way to pull it off?



Net.Attack() also makes players think when putting chains of nodes together in the way that those effects are centered. Root nodes always originate from the character, but many attack nodes change the origin of the next node in the chain to be the object it just hit. If that sentence makes you perk up and think ‘chained attacks?’ you’re absolutely correct, and you’ve just hit on a core concept of the game. By using sequences of nodes, you can turn a single initial ping of damage into a screen-clearing cascade of attacks and an explosion, each attack turning its hapless target into the engine of its comrade’s destruction. With single- and multi-target attacks, area of effect actions, FOR-loops, IF nodes and even placable mines that can merge for greater effects, Net.Attack() has a huge degree of replayability within a deceptively simple appearance.



For all the complexity I just raved about, Net.Attack()’s interface is clean and easy to understand, and the in-game documentation walks players through all the concepts on how things interact. The programming itself is easy to manipulate, as players just have to drag a node onto the programming field and then mouse-drag connections for inputs and output to chain them together. No missing semi-colons or frustrating typos here, this is visual programming at its most accessible.

Sound and story here are basic, but that suits the genre well. One does not (normally) endlessly replay the same level in a roguelite hoping to sit through the same cutscene or lore dump for the umpteenth time, so the lack of a deep story isn’t missed. We’re here for action, explosions and creative node programming after all, not dialogue and narration worthy of Shakespeare.

If challenging the normal sets of levels is wearing thin, Net.Attack() also offers daily challenge levels and a sandbox mode to satisfy your explosion-based cravings. To level the playing field though, the daily community-wide challenges strip you of all your between-run purchases, letting every player tackle the challenge from an equal baseline. It's a pleasant change, and can even let you try playing additional characters that you may not yet have unlocked with your post-run rewards. [Side note: these are all earned and purchased using in-game currency from what I saw. No predatory pay-to-win real-money microtransactions here.]



Overall, Net.Attack() is a simple-looking game that will invite you to test the waters, and then let you fight your way back to the desktop hours later wondering where your day went. The node-based programming is absolutely genius, and really takes the game from feeling like a powerup-driven top down shooter into something really unique and engaging. There is tons of replayability here, with the special attributes of each character changing your best options for programs, and the layers themselves are big enough to feel expansive while playing. There is very little that you could ask for that Net.Attack() doesn’t already deliver, and I strongly recommend picking it up. Even better, this isn’t going to set you back AAA pricing - the price point on Steam is roughly $11 Cdn at time of writing, and the game is even on further discount as part of the 2026 Steam Bullet Fest until June 15, 2026.


Score: 9.5 / 10



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Adventure Platformer Mago: Hyperdelicious Edition Releasing Physical Editions for Consoles!

May 26, Miami, United States | Peruvian independent developer Dream Potion Games and ABONICO GAME WORKS, Resistance Studios, Selecta Play and Hidden Trap are proud to announce that they joined forces to bring the nostalgic and charming adventure platformer Mago: Hyperdelicious Edition in its best version to PC, PS4, PS5, Xbox One, Xbox Series S|X, and Nintendo Switch in Q4 2026. Additionally, the game will receive physical editions (standard and collector's edition) for PlayStation 5 and Nintendo Switch (pre-order on Amazon and VGP).


Mago: Hyperdelicious Edition is a retro-styled 2D platformer with RPG elements, featuring beautiful pixel art, original mechanics and charismatic characters. Embark on a thrilling journey as you run, jump, and wield your trusty wand to make your way through 8 vibrant and diverse worlds. Each world boasts its own distinct theme, mechanics, challenging bosses, hidden secrets, and surprisingly original mini-games.

Selecta Play has opened pre-orders for the Mago Hyperdelicious Edition physical editions in two editions: standard and Gourmet Box for PlayStation 5 and Nintendo Switch. The upcoming physical edition is scheduled to launch by November 30, 2026, with a standard edition at a price of 39.99 EUR / USD and a collector’s edition at a price of 69.99 EUR / USD and containing the following:
  • Physical game
  • Diorama
  • Postcards
  • 66 page collector's manual.
  • Collector’s box


Pre-order links:


New content added in the Hyperdelicious Edition

  • New Post game World (Dream World). This new world has its own world map, 4 new boss battles, collectibles, a new “gameplay breaker” that plays like a Zelda dungeon, 3 new costumes, and a new mechanic that changes the world from dream to nightmare (changing tiles, enemies and music in real time).
  • New “Easy Mode”: The easy mode can be activated at any time. If you do, you get double health, pits don’t kill you instantly (they just send you back to the latest secure ledge) and checkpoints don’t cost orbs.
  • Auto Run feature: We have added an autorun feature that can be activated at any moment. This means that you no longer need to press the run button for the character to run.


GAME FEATURES

  • A nostalgic experience worth your time
A classic magical adventure with beautiful pixel art and intuitive controls. Travel a vast world with many levels, mini-games, and secret locations!

  • Unique areas to explore each with its own mechanics!
Hand-crafted levels, each with its own challenges: from colorful teapot prairie, a humongous tree guarded by a fierce centipede, ancient ruins of a mysterious civilization that rests on the back of a huge bird - this journey has it all!

  • You get a wand. You also get a mecha!
Use your magic wand to purify evil from the world, solve riddles by affecting your surroundings. Some levels allow you to use a powerful mecha robot. It's time to show the villain's enemies what you are made of (metal, mostly)!

  • A great variety of bosses and enemies as well as collectibles to unlock
Each level presents a different challenge, each boss - a new threat to overcome. By collecting secret orbs in each level you unlock new items and improvements. Can you find them all?

  • Chill in the beautiful town of Musicalia
Looking to take a break? In the town of Musicalia you can buy new upgrades and meet interesting characters, some you might even recognize!

  • An amazing soundtrack
Listen to a beautiful soundtrack brimming with nostalgia that will instantly bring back the nostalgia of the golden age of video games.


About Dream Potion Games

Dream Potion Games is a Peruvian indie studio founded in 2019 by three friends who shared a common dream: creating incredible video games that could be enjoyed by everyone. For more information, please visit:


About ABONICO GAME WORKS

ABONICO GAME WORKS is a new independent game publisher founded by the marketing and business consultant Jesús Fabre in 2024, with a particular focus in small to medium-sized, arcade and retro-inspired games. We are committed to delivering the old good fun experiences to PC, consoles, and VR platforms. We have a team of experienced senior professionals that really care about the games we publish. For more information, please visit:


About Resistance Studio

Resistance Studio is an independent game studio based in Madrid, specialized in multiplatform development and console porting, collaborating with other studios to bring their games to new platforms and audiences. For more information, please visit:


About Selecta Play

Selecta Play is SelectaVisión’s video games publishing branch. The company works with talented studios on unique video games and helps them publish their titles in both physical and digital formats worldwide. For more information, please visit:

About Hidden Trap

Hidden Trap is an indie game publisher specializing in consoles. It began publishing its first titles for PS4 in 2018, more out of a desire to support independent games than to seek high profits. It has gradually grown, publishing for Microsoft and Nintendo consoles as well, and expanding the size of the projects it publishes. Slowly but steadily, it has established itself as a publisher that remains small but boasts the professionalism and experience of the industry's largest publishers. For more information, please visit:

Article by: Susan N.
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Stabjack Comic-Noir Roguelike Deckbuilder Demo Available on Steam!

U.S.A. May 2026 | Indie developer Cosmic Cog LLC and publisher Zemore Indie Games are reminding players that Stabjack, the upcoming comic-noir roguelike blackjack deckbuilder, has a demo and recently participated in Steam’s Deckbuilder Fest. Players can jump into the playable demo now on Steam.


Blending blackjack-inspired mechanics with roguelike progression and first-person knife combat, Stabjack challenges players to survive by bending the rules, manipulating the deck, and taking dangerous risks at every turn.

What is Stabjack?

In Stabjack, players step into the role of Jack, a man investigating the violent death of his wife while wielding a mysterious sentient knife that speaks in her voice. As players descend deeper into a world of demons, corruption, and hidden truths, each encounter becomes a deadly game where strategy and luck collide.

Unlike traditional deckbuilders, Stabjack transforms blackjack into a tactical combat system. Players draw cards to perform attacks, defense, and setup actions while aiming to hit 21 without busting. Along the way, players can “cheat” by storing cards, manipulating outcomes, and creating powerful combinations through deck upgrades, modifiers, and supernatural abilities.


Players Can Experience:

  • A unique fusion of blackjack mechanics and roguelike deckbuilding
  • Fast-paced first-person knife combat with cinematic style
  • Strategic “cheating” systems that reward clever risk-taking
  • Mystery-driven storytelling and supernatural investigations
  • Comic book inspired noir visuals packed with atmosphere
  • A playable Steam demo available now

Designed for fans of innovative deckbuilders and dark narrative experiences, Stabjack delivers a stylish and high-risk spin on the genre where every draw could mean survival or disaster.

Players can wishlist Stabjack and play the demo today via Steam.

For more information, visit the Official Steam page.

To stay updated on development news and future updates, you can find Stabjack and Cosmic Cog LLC on Twitter/X, Bluesky, Facebook, and Instagram.

Article by: Susan N.


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Exciting Upcoming 2D Action Roguelike is Looking for Playtesters!

United States, February 2026 | Sporelite Games is excited to announce that Shroomwood, an upcoming top-down 2D action roguelike, is now recruiting playtesters ahead of its Early Access launch on Steam this year. Players who join the playtest will help shape the future of this fast-paced, procedurally generated game and have direct input on its development.


Shroomwood casts you as Shroomie, a courageous little mushroom warrior exploring an ever-changing magical forest teeming with strange, corrupted creatures. Each run through Shroomwood’s vibrant biomes offers fresh challenges with randomized layouts, unique weapons, powerful modifiers, and unpredictable enemies.

As part of the playtesting initiative, participants will have early access to core gameplay systems, including:
  • A dynamic top-down roguelike experience with bullet hell style combat
  • Multiple weapon types and modifiers to discover and experiment with
  • Procedurally generated forests that transform every run
  • Encounters with varied enemies and bosses across unique biomes
  • Persistent upgrades and evolving combat strategies

Playtesters will also gain early access to demo builds and be invited into the Official Shroomwood Discord, where you can discuss experiences with developers, share suggestions, and influence upcoming updates.


How To Join

Interested players can request access to the playtest via the Shroomwood Steam page. Upon approval, testers will see Shroomwood added to their library for download. Playtesters can also join the Shroomwood Discord server for access.

About Shroomwood

Shroomwood is a vibrant action roguelike developed by Sporelite Games and published by Zemore Indie Games. Designed with community feedback in mind, Shroomwood blends fast-paced combat with exploration, procedural generation, and richly customizable playstyles. The game is slated for Early Access on Steam in 2026.
Article by: Susan N.
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Prepare to Strike Enemies in Arena Shooter on November 6th!

October, 29, 2025 | Independently developed by Sky9 Games and published by IndieArk, the exhilarating arena shooter Strike Force Heroes (trailer, press kit) is set to make its official debut on Xbox, Nintendo Switch, PlayStation 5 on November 6, 2025, with a price tag of $24.99 USD / €24.99 EUR. Fully optimized hardware, this edition promises a fluid and immersive online competitive experience that keeps players engaged from start to finish.


(*): The PS5 price will be a higher than the stated in this release.

Strike Force Heroes is a timeless 2D arena shooter that captures the essence of classic action. Players select from diverse character classes and align with AlphaSquad to confront foes across more than a dozen vibrant maps—from dense jungles, speeding trains and even plummeting aircraft. Arm yourself with an arsenal of weapons, collect valuable loot, and master skills to upgrade and personalize your hero, culminating in epic showdowns against formidable bosses. Every mode supports both PvP and co-op, enabling seamless teamwork with friends or fierce rivalries in adrenaline-fueled battles.


Key Features

  • Customize Your Hero: Level up four classes with hundreds of weapons, outfits, and abilities, each with its own completely unique strengths, weaknesses, and playstyle.
  • Choose Your Loadout: With hundreds of weapons, abilities, and equipment to choose from, there’s something for every play style. Go with a safe loadout, or create a clever setup that synergizes perfectly with all your equipment for risky yet deadly results.
  • Epic Storyline: Experience an engaging storyline through fully animated cutscenes with wisecracking characters, explosive action sequences, and challenging boss fights.
  • Endless Replayability: Beating the campaign unlocks harder difficulties to earn better rewards, further build out your heroes, and challenge even the most seasoned of players.
  • Online Co-op and PvP: For the first time ever, invite your friends to join you throughout the entire campaign, or blast them away in fully customizable PvP custom matches, with no max player limits!


About IndieArk

Founded in 2019, IndieArk is an indie game publisher renowned for its professional marketing and localization team. The company is committed to offering a full suite of customized publishing services delivering unique and interesting games to the world.

IndieArk’s mission is to assist ambitious indie game developers with remarkable creativity while fostering a collaborative spirit in all of its partnerships.

About Sky9 Games

Founded in 2012, Sky9 Games is an independent game developer comprised of two team members, Justin Goncalves (the programmer) and Mike Sleva (the artist). Sky9 Games made the original Strike Force Heroes series, along with the Raze series, Siegius series, and more.
Article by: Susan N.
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Experience a Heartwarming Roguelike Deckbuilder with Some Teddies!

Dallas, Texas, July 24th, 2025 | Barbaric Games is thrilled to announce that their debut title, Bearly Brave, will be coming soon to Steam. A public demo will also be available soon. With a backdrop of stunning hand-drawn 2D animation, step into this charmingly deceptive toy shop that comes alive at night. As teddy bears take the stage, they engage in duels in hopes of earning a higher spot on the shelves, increasing their likelihood of finding a forever home..


A Heartwarming Roguelike Deckbuilder (with a Touch of Violence)

Pulling inspiration from other beloved roguelike deckbuilders, including Balatro and Slay the Spire, Bearly Brave presents a cuddly twist to the genre. Players will meet Toby, a hopeful Teddy Bear, and help him as he climbs the ranks of the toyshop. Face off against 14 memorable bosses, including Chef Chomper, Chuckles the Clown, and more. Bearly Brave sets you up with a starter deck with 10 cards and allows you to pair your own deadly card combinations, creating synergies in your deck to deal amplified damage. Featuring fast runs, permanent death, and countless synergies, Bearly Brave offers high replayability for everyone.

Combo-based Card Play

Build your decks around a single heavy hitter, or build long chains to stack damage. Players will play one combo per round, paying close attention to card energy costs and their total energy limit. Select from weapon or spell-based cards and use three with the same brand to gain a bonus synergy effect like boosted damage, extra energy, a single instance of block, or additional buttons. Carefully reorder your cards for a stronger combo, balancing brands, card actions, and patch modifiers, and discard cards in search of that last missing piece to complete your combo. Each boss features unique designs and mechanics, with distinct modifiers that can increase their attacks or add undesirable items to your inventory and affect your playstyle. So watch out and adapt your strategies carefully. Once you’re ready, sit back and watch as your cards pop off against your enemies in explosive turns.



Endless combinations, items, and more

As you progress, unlock new cards and upgrades that create fresh synergies for future runs. Between battles, visit Grimble’s Toy Shop to trade buttons from defeated enemies for weapons, patches, and candies. These items can be combined to snowball into massive one-shot damage numbers. After every 3 battles, select from three special items, including basic upgrades like increased energy or health, or shop to purchase upgrades like increased rare items or free refreshes, or playstyle defining upgrades. Purchase patches during your run to stitch onto your bear, granting modifiers such as permanently increasing your damage multiplier, increased weapon hits, and more. Players seeking to deal unimaginable damage can play Endless Mode, which allows them to push damage and combo counts into absurd territories.

Those excited for Bearly Brave will soon be able to take advantage of an exclusive demo opportunity ahead of the game’s official launch. Play the first 12 stages of the tournament, get a feel for synergy combo cardplay mechanics, and begin creating your own strategies in Bearly Brave’s opening boss stages.

Full Gameplay Features:

  • Inspired by fan favorites: Balatro and Slay the Spire with similar mechanics and progression
  • Striking hand drawn art and visuals featuring stitched teddy bears, ornate weapons, and atmospheric toy-store backdrops, which delivers a cute-yet-macabre style
  • Hundreds of build options with 50-plus Skill Cards, more than 50 Weapon Cards, over 100 patches, and 20+ consumable candies, and 15 special trophy awards
  • 15 Difficulty Levels and 10 Starting Decks to test your skills and fresh synergies every run
  • Endless Mode to deal damage beyond your imagination

Make sure to wishlist Bearly Brave on Steam and follow the game’s progress on Instagram and TikTok


About

Barbaric Games is a South American indie studio passionate about crafting casual strategy games that are easy to jump into yet packed with depth. While headquartered in the U.S., our heart and spirit remain firmly rooted in Latin America, with a team of dedicated gamers from Peru, Argentina, Colombia, and beyond. After years of developing mobile games, we’re now focused on creating the kind of engaging, strategically rich games that we, and our fellow gamers love to play.

Article by: Susan N.
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Dungeon Inn - PC (Steam) Review

Dungeon Inn by developer Cat Society and publisher Spiral Up GamesPC(Steam) review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 5 minutes


Introduction

Dungeon Inn is a cozy strategy management game that has an amusing story. The premise? Sara and her crew end up trifling with a scary dragon who catches them red-handed stealing from him. As they now owe him a great debt, he requires a weekly tribute. Or else they perish. After panicking for a short amount of time Sara comes up with a plan to open up an inn just outside of the dungeon. The problem is the two guilds that regularly go on adventures in the dungeon hate each other. Your job is to keep the two guilds out of eyesight of each other while making as much money as possible from them. It's risky, but we are certainly up for the task, yeah?

Gameplay

The first thing to notice is that there are two modes to choose from. You can either play the campaign mode or you can go for the gusto in hard mode. Naturally, I went with the normal mode to get a feel for the game. It is a top down turn-based game which is a game type that I've seen less frequently. When you first start a week, you have to complete a number of different objectives that get progressively harder. Depending on how many you succeed at, you'll get closer to your goal of paying off the dragon.

In order to make it through the week, you will need to place signs on either side of the level to entice adventurers to rest at the inn or to earn some money. You have a prize wheel, an inn promotion, a speed boost, and a treat stand. The prize wheel will stop the adventurers for a couple of turns because they hope to win something. If you place down the inn promotion sign, any adventurer passing it will be convinced to rest for the night. The speed boost will increase the movement speed of adventurers which can be handy during rainfall where movement speed is hindered. Finally, the treat stand will entice the adventurers to buy something as they pass by. Each of these tools are instrumental to the success of your goals. Remember, the two guilds can't be entering the inn at the same time because if they do, they will fight. 


So let's talk about the combat. Unlike other strategy games where you direct the fight, in Dungeon Inn, you cannot choose what the characters do. Instead, you send a helper to boost the odds in favor of one side, but even if you don't, the winning side will be suspicious of the inn. When the suspicion level gets too high for either group, it's curtains for you and your cushy money making gig. Thankfully, if you find your suspicion level to be higher than you'd like, the game has a couple events that will reduce it. They aren't particularly frequent though, so be careful!  

As you progress through the weeks, the game becomes harder as there are random events that can change your reputation with the guilds. The adventurers that visit the inn become more frequent. Finally, the objectives will become more challenging by requiring more profit, more visitors, or less fights between the two guilds. When you reach a certain point, there will be a surprise visitor who adds another layer of challenge. One of the challenges you face will put a dent in your plans to earn money and pay off your debt to the dragon.

After each week completes, you will get a progress report and this is when you give the dragon his tribute. After that, you have a certain number of tokens that you spend on each side of the inn to add more rooms and accommodations for your guests. All of the upgrades have a couple of levels which increases the benefits you gain in terms of your reputation with the guilds, the money you can earn, and the suspicion level you can lower. Each room will give you a different set of benefits, so be sure to choose wisely.


Graphics and Audio

Dungeon Inn has charming graphics that feel hand-drawn which suits the cozy strategy game quite well. It's a 2D game and as a result, everything is a bit cartoony, which is not a bad thing as I love the graphics style it has. 

In terms of the UI, Dungeon Inn is a simple game to navigate. The story is told through snapshot cutscenes and short dialogue instances. The levels are not cluttered and the pictures on the signboards are easy to understand. Even upgrading the various rooms when you are managing your inn between weeks or having conversations with your crew is intuitive. In fact, every interaction in the game is based on a simple point and click system, making Dungeon Inn a breeze to get into.


As for the audio, I found it to be a little underwhelming. When you're managing your inn or talking with your crew, you will hear the soothing sounds of calming background music. The issue lies in the level music specifically. In no way is it bad, but there is only one song that you hear every single week. At first, I found it to be quite nice, but over time - particularly if you have to repeat a level in order to succeed - the music gets repetitive. I can only hope that as the developers work through the early access stages, that they add more music!

That said, I did appreciate the distinct sounds of tea or beer being poured for the adventurers. Each sound bite is quite short, but it gives the sense that you're actually in the inn. And when certain random events occur, you get to hear a glass breaking or someone punching the bags too hard in the gym. When combat occurs outside the inn, you will hear a comical batch of sound effects which remind me of the old Batman cartoon (The one with Adam West, specifically.) It felt like I was watching something from a comic book. Basically, the audio adds to the charming aspects of the game, despite the repetitive music found in the levels.


Overall Thoughts

Even though Dungeon Inn is in the early access stages, they have included a roadmap on their Steam page which gives an estimate on new features and levels to be added. The first of those planned updates is the inclusion of syncing game files over the cloud. They will be improving the user experience and are making changes based on player feedback. Later in 2025, Spiral Up Games will add Steam Deck support and will add additional challenges like flooding and heatwaves. By the time 2025 is coming to a close, they will be adding more features and adding to the story, so buckle up!


I had a fantastic time playing Dungeon Inn. It's a cute little strategy game that doesn't drown you in abilities or tons of sub menus. The story is simple to follow and gets to be more challenging as you continue to play. At this time, it doesn't have much replayability as the spawning of adventurers appeared to be static (A fact that is only apparent if you had to redo parts of a week in order to complete the objectives.) I also really love the variety of the characters. Each one has a different skill level and will sometimes have their own events that may or may not get you more money and/or levels!

Overall, Dungeon Inn has a lot of potential to be a great strategy game for players who are interested in something a little less intense than what is offered by the big dogs in the genre. It's an indie game that is fun to play and has an entertaining premise behind it. While the game can certainly use a little polish, it has a solid foundation that I found myself smiling all the way through! Suffice it to say, I can't wait to see how it evolves with player feedback and additional challenges to tackle. I highly recommend Dungeon Inn to anyone that enjoys strategy games.


Score: 8.5 out of 10

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Dimension Tripper Neptune: TOP NEP - PC Review


Dimension Tripper Neptune: TOP NEP by developers Idea Factory, Frontier Works, tiny cactus studio, WSS playground and publisher Idea Factory InternationalPC (Steam) review written by Richard with a copy provided by the publisher.

Estimated reading time: 3 minutes 


We're back again with another Neptunia spin-off! This time we're taking a look at a 2D isometric rail shooter. Buckle up all you Neptune fans, cuz it's time to take a look at Dimension Tripper Neptune: TOP NEP.

Just so you are aware, TOP NEP isn't very large, or long, consisting of five stages that you can clear in about 15 minutes. That said, there isn't really any plot either. Basically, you play as older Neptune, with some sort of flight gear, and you go around shooting and slashing down enemies of Gamindustri. There are also coins dispersed throughout the stages, and collecting them will add a helper to shoot at things with you for awhile.

Playstyle is pretty basic, with a shot attack, and a slash that will also act as a sort of counter move if enemies get too close. Basically, most of the time you'll want to shoot at enemies, but if they get too close, or charge at you, you can use the sword attack to beat them back. You can also swing to clear bullets. Stages will progress through enemy waves, followed by a boss.

Visually, Top Nep has a retro style reminiscent of old SNES or NES titles, with a remixed soundtrack to match. The soundtrack takes existing Neptunia tracks and remasters them with a more chiptune sort of feel. Top Nep is quite fun, but it's also really short and pretty easy. You have two different game modes, one where you can exchange score for lives if you die, and one where you can't. I never ended up below half health, even on my first run, so it isn't all that difficult, and like I mentioned earlier it's really short, only taking about 15 minutes per run.


Honestly, I have to say that Dimension Tripper Neptune: TOP NEP feels less like its own title, and more like a minigame you'd see in one of the main titles. Not as bad as the Neplunker stages or Stella's dungeon, but it really doesn't feel like it should be its own thing. On the other hand, Top Nep is actually a lot of fun, and it got a lot of my positive nostalgia feelings going. Despite what you may think, retro isn't always a good thing, because while all those loved aspects come back, so do the bad. Fortunately, these retro style Neptunia spin-offs tend towards the more positive aspects, just like Top Nep has.

Summary

Overall, I have to say I really liked this Nep-Nep spin-off. While Dimension Tripper Neptune: TOP NEP might not be long, it's definitely a really fun rail-shooter. It's also pretty cheap, so it doesn't feel like you're losing out really either. The soundtrack is good, the gameplay is smooth, and while it is rather short, you can always aim to beat your high score on subsequent runs. Top Nep gets 8 puddings out of 10.

Score: 8 / 10 puddings



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Wishlair - PC Review


Wishlair
by developer and publisher Chronogears—PC Review written by Susan N. with a copy provided by the publisher.

Estimated reading time: 5 minutes


Wishlair is an RPG adventure game that brings players back to the early days of video games. We’re talking about an RPG that is 2D, top-down and made with exclusively ASCII characters. It is filled with nostalgia and charm as players traverse the Wishlair through more than a hundred different levels in search of 1000 shards. Once they obtain these shards, players will be able to wish their way out of the accursed depths.

Gameplay

Wishlair is a fantastic throwback to a simpler time in video games where developers created entire worlds with ASCII characters and 8-bit music that make us remember the beginning days.

We begin our journey of Wishlair in search of our father who has summoned us. In order to find him, and the entrance to the place, we have to traverse the Old Kingdom and the Underrealm that holds useful items which will assist us in this quest. At first, the journey is tough since there are a number of obstacles and creatures that will prevent progression. And once players find the map, the game becomes a bit easier to navigate. I had quite a fun time going back and forth through the areas in search of the next item or shards I may have missed. Once I started to recognize which characters were likely harmful and which were not, going through some of the sections became easier.

Quite early on I discovered that there are large chasms that can’t be crossed, ice that directs your movement based on where you step on it, and creatures that will fling magic circular spells that do damage. Some of those creatures are ghosts that can walk through walls. If they get to you, they will do damage. And if for some reason you die, your character is placed back at the entrance point of the level which allows you to get those items again - hopefully without being killed.

For an old-style ASCII game from the DOS days, Wishlair was a pleasant surprise. Not only does the game stick to classic gaming principles, but it also provides a nice challenge to the player. There is no restriction on lives, save-scumming, nor hand-holding in Wishlair. It is focused on perception, decent reflexes, and deduction of concepts. I, for one, love a good call back to the simpler gaming days once in a while, and Wishlair definitely gives it to me.

Graphics and Audio

Let’s talk about the ASCII graphics in Wishlair. The game's visual presentation, in my opinion, was a deliberate choice by Jean-Francois Bilodeau. Today’s game development is advanced compared to the video games offered in the ’70s. For those unfamiliar, during the ’70s people were first exposed to Dungeons and Dragons and Lord of the Rings. These two franchises inspired the RPG genre (Check out this video for more information about the history of RPGs). And the video games offered around that time were games like the RPG Moria, the arcade game Pong, and the text-based adventure game Zork. Each of these titles was created with ASCII graphics and text boxes that described situations or items. Wishlair relies on these two elements to bring us back to the days of old.

Then there is the audio which I both love and hate at the same time. I love it because it adds to the classic video game feel which triggers our nostalgia factor. Players can choose to enable the footsteps audio or not. They can also choose to have the music playing, but that is where my issue lies.

I would love to listen to the music in this game more than I did. See, I discovered quickly that the volume of the audio cannot be adjusted at all. Even turning down my computer volume didn’t help because it would overtake anything I had running in the background. Furthermore, a couple of minor patches went live which actually screwed up the music! On the main menu, music would automatically play. (Other video games also have full volume on load up, so this isn't a unique problem.) If a player clicks the checkbox to turn off the music and back on (I misclicked), the music would superimpose itself. This is very unpleasant and I would not recommend doing this. Basically, having volume sliders would be a great addition so that players can listen to the audio. Fixing this superimposed music problem would be fantastic.

Final Thoughts

Wishlair is a mindless fun adventure that doesn’t overcomplicate gameplay. It is simple in that players have a set objective and only arrow keys to move. There is no worrying about keybinds or specific classes. There’s no worrying about graphics card compatibility. There is only the player and the dungeon which is filled with objects and creatures. Thus, Wishlair is a wonderful nostalgic RPG game that I highly recommend to gamers and I give it a solid 9 out of 10.

Score: 9 / 10




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Max and the Book of Chaos - Switch Review

Max and the Book of Chaos by developer and publisher Orenji Games EntertainmentNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated reading time: 5 minutes

Max and the Book of Chaos is a 2D sort of "run and gun" kind of game about the dangers of reading books. As a game, it did what it set out to be, but that's really kind of it.

Max and the Book of Chaos is about a summer school adventure for Max Raccoon, a kid who has the same IQ as your houseplants, and is for some reason the only kid not captured or turned into a pelican face by an evil book that the janitor hid in the library of the summer school. Turns out the book is an evil dimension rifting book that is hidden away by generation after generation of guardian, with the janitor being the current guardian. But apparently, with his new pelican head, he can't fight back against the unleashed evil, so he gives Max a gun to blast away foes. Genius.

Gameplay consists of completing timed stages, which are essentially mini arenas where you have to fend off enemies and rescue the other kids that have been put in cages before time is up. You can get power up drops and shot type temporary drops from enemies or periodically to change the firing type of the gun, but ultimately every stage is a single themed location/enemy set and three cages with Max's summer school friends stuck in them, with the occasional boss fight.

Yes there's a store, but the upgrades are spotty at best, sometimes don't even work, and it's almost impossible to tell what the price of an item is before you have enough to buy one, because the text is pretty much the same as the background for the "not enough to buy" colour. To compound that, the upgrades don't always actually work. For instance, the "invincible while dashing" upgrade worked for me about half the time, the other half I had a face full of evil minion. You can also only equip one at a time.

The humour is kind of hit and miss in the cutscenes you get, with a big focus on the "miss" part. There were a few gags that were ok, but the rest were bad, even by my standards. Also, it clearly shows that English is not the first language. There are tons of grammar gaffes and horribly translated lines interspersed in the coherent dialogue, and at times felt like the writing was aimed at a very much younger audience, which probably wouldn't go over well given the surprising difficulty. There's also some graphical issues and running issues as well, as the game will spawn lots of enemies, and will then start to lag. The graphics themselves also glitch out, as a few times the kids in cages kept flashing between lack of shoes and "shoed", or legs and no legs.

Max and the Book of Chaos is also really short. There are only really three "worlds" with six stages each (that are supposed to be increasing difficulty) with two that are purely boss fights. Each stage can give up to three stars depending on how many students you save, and you need ten out of eighteen to challenge the boss. I was honestly finished the full game, every stage full star rating, in a little under an hour, so don't expect particularly long play sessions out of this.

While the core gameplay is passable, if not a little spotty at times, the boss fights feel a little eclectic, which can be a good thing in a game like this, but isn't really implemented as best as it could be here. Especially the last boss fight. I mean, I'm ok with platforming, in fact I quite enjoy it, but throwing one of the worst platforming sequences I've seen in at least 3 years at the end of a game that is essentially isolated rooms of clearing enemy waves makes you question some decisions. AND WHY THE HECK WOULD YOU MAKE THE PLATFORMS BOUNCE FROM THE PERIODIC LASERS?!? WHO THOUGH THAT WAS A GOOD IDEA?!? Combine that with occasionally falling straight through the platforms, and the final sequence was a bit of a nightmare.

Summary

Ultimately this feels like something you would find off of Newgrounds a few years ago, just a little longer than normal. As a game, it certainly functions, although not particularly well or with much depth. Did I have fun? Surprisingly yes. I've played worse. I've played a lot worse. Unfortunately, that doesn't particularly allow me to call this "good". It functions as a game, and it accomplished the main reason for existing, but it doesn't swing too much in any other direction, whether good or bad. It is very short, the humor is childish most of the time, purchased abilities have the tendency to glitch out occasionally, and stages tend to feel more frustrating than challenging.

That being said, if all you want is some short contra/metal slug style single room stages, Max and the Book of Chaos will certainly deliver, although maybe not to the best of its ability.

Score: 4 / 10






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