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

The Liar Princess and the Blind Prince is Coming to Steam


NIS America Reveals the First Screenshots of the Cozy Puzzle Game 

 

We are excited to share that the 2D side-scrolling platforming adventure The Liar Princess and The Blind Prince will be coming to Steam early this year.



The Liar Princess and the Blind Prince follows the tale of two lonely hearts brought together through a mutual misunderstanding. In it, you control the wolf, disguised as a princess who guides the blind prince through a perilous forest in search of the witch capable of restoring his sight. The forest is home to a number of hostile creatures intent on ending your journey prematurely, as well as hazardous traps that put the prince in danger.

Switch between wolf and princess form to dispatch your foes and guide the prince carefully as a princess to ensure his safety, in search of a fairytale ending.

The Liar Princess and the Blind Prince originally released worldwide on Nintendo Switch and PlayStation 4 on February 12, 2019.


About The Liar Princess and the Blind Prince


Deep in the forest, a solitary wolf sings. Charmed by this beautiful voice, a curious prince follows its song only to find and startle the wolf, who blinds him. Together, they embark on a journey to restore his sight. But every gift has a price in this storybook tale of love and loss.

Unleash Your Inner Monster: Transform at will from a princess into a wolf to guide the blind prince towards a cure. Weave through the dangerous forest, but be careful...the forest is no place for a blind prince.
     
Brute Strength Meets Sharp Wit: Various obstacles will require the wolf's strength, and others will require the princess's wit. With so many traps and perilous hurdles that await, can the two make it safely to their final destination?
     
Lost Pages from a Forgotten Tale: With each delicate petal comes a fragment of memories shared by the wolf and the prince. Collect them along your journey and paint a vivid story of tragedy, love, and loss.


Title: The Liar Princess and the Blind Prince
Release: Coming Early 2026
Platforms: PC (Steam), Nintendo Switch, PlayStation 4, PlayStation Vita
Genre: Adventure, Platformer
Players: 1
Text Language: English, Japanese, Traditional Chinese, Korean
Audio Language: Japanese
Rating: ESRB: Everyone 10+
Publisher: NIS America, Inc.
Developer/Licensor: Nippon Ichi Software, Inc.



Article by: Susan N.


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The Master's Pupil - PC (Steam) Review

The Master's Pupil by developer Pat Naoum and publisher Pat Naoum Games Pty LtdPC (Steam) review written by Valerie with a copy provided by the publisher.

Estimated reading time: 4 minutes.


When I found out that everything was hand-painted in The Master's Pupil, I just had to have a stab at this game. Being a student of art I learned a lot about the great artists including Claude Monet whom this game is based on. He struggled in his life with loss and grief which you can follow along in this game.

Pat Naoum took 7 years to make this 2D puzzle platformer and all the visuals were hand-painted by him. He also had to learn game coding! I thought it very ingenius to scan in all his works. They are the continuity throughout the game.

Upon opening The Master's Pupil I was expecting at least an introduction, but I can understand the developer's reasoning that anything would take away from the beauty of the scenery and your character to play as. The mystery in exploring without any hints or other clues as to how to proceed drew me right in with switches, wind drafts and jumps that guided me through each section. I found out that spikes are my enemy. I had so much fun with so much color and a wondrous feeling when I arrived at that first painting!

Now, one thing to note, I have a jumpcraft of zero. So I did many, MANY runs just to get over the first hurdles in The Master's Pupil. And WOW the artwork! So well done that it left me breathless because I am an artist. I am truly amazed at the quality of the graphics in this game right from his own paintings!

The first hurdle in this game had to do with color and this funny nozzle that blew me away when I encountered it. Onto the next section I came across a red ball that almost looked like a ball of wool! As I continued through to the next section I came across updrafts with levers that helped me in getting up, over and around only to fall to my doom between pillars of color.

The next swing at my character's life came in the form of a black poof or puff of colored steam. That made me feel like a deflated balloon as I watched my character fade from the screen and I'd have to start the section over again. At least it wasn't from the very beginning of the game! Yay!

The puzzles got harder as I progressed through The Master's Pupil where I discovered that the physics in this game were an advantage for the home team! Well, team of one that is! I played through this game to halfway on PC where I was wishing for a joystick (not a controller) to play. Somehow, I swear my fingers like to tie themselves in knots on the keyboard! All I have to do is use the AD of the WSAD on the keyboard for left and right direction and the space bar to jump.

The soundtrack in the background reminded me of my first tour of the art gallery in my home town. Then as I listened more closely it sounded like a group of people discussing anything and everything in life. Claude's life. I could also see by the painting progression that Claude's style of painting changed over the course of his life. Even the bitter end for him in that his eyes developed cataracts. What a blow to an artist to lose one's sight like that.

I give huge kudos to Pat Naoum for keeping me both on my toes and engrossed in the puzzles of The Master's Pupil. After a couple of hours playing this game I am at a painting I have to reassemble. So satisfying to note which of Claude Monet's works it was. Now if you'll excuse me, I have to step back in and continue on. So much to see and do.

Final Thoughts

Not everyone would like this game as it is solely about Claude Monet, an artist. I'm sure quite a bit of the puzzles would keep you occupied, but it would also depend on your knowledge of art. Do you know which two colors combined make purple? Me, the artist, being a puzzle addict had its advantages during my playthrough of The Master's Pupil. Art is my thing! I'm invested to complete one puzzle to go on to the next and the next and the next. Beware the poof of doom!


Score: 9 / 10

Author's Note: The image below is the first painting I had seen of Claude Monet's works in an art history booklet at the museum. This one is called Water Lilies and the Japanese Bridge. All artists have inspirational places. This was Monet's and he had created it on his property in France.

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‘GINSHA’ Offers A Unique 2D Pixelart Action Adventure-Platformer On PC via STEAM & The Nintendo Switch


Bergdietikon (AG) Switzerland, July 17th 2023: Indie game developer Adrian Zingg publishing as PolarityFlow is proud to announce August 24th 2023 as the official release date for GINSHA, a truly unique atmospheric 2D Sci-Fi Action Adventure Platformer with special Gravity Shield and Dash mechanics coming to PC via STEAM in addition to the Nintendo® Switch. GINSHA combines a versatile Platformer Core with RPG, Souls and Crafting Elements to an Anomaly among Metroidvania games.


GINSHA challenges you to explore huge, interconnected planets full of secrets, loot, obstacles, different types of enemies and epic boss battles! You can level up, equip, and customize your Clone, craft companion drones, and enjoy ever evolving possibilities as you proceed to save your species. You can choose from a wide variety of weapon types and combine skills, dash, and gravity shield abilities to master the fast-paced combat system. Defend yourself against the overwhelming enemy forces and fight on ground, in the air, underwater and in space in hundreds of challenging environments. Your split-second decisions will affect your surroundings and karma for new possibilities and endings; make new friends or foes among your way, find epic gear, and unlock new shortcuts.


GINSHA offers 6 distinctive planets to explore, and you must discover your own path to save your species. Your clone is equipped with a scanner that allows you to scan everything you'll find on your journey. Collected data will be stored in an in-game wiki and can be used to unlock upgrades, create advanced gear and to build & simulate your own Worlds once you've gained access to the betaverse. You can choose to play good or evil in the unique Alien Couple Story and dive into an epic journey, driven by rewarded Exploration. Or you can opt to play as two Alien lifeforms “Gin” and “Gon” and unveil the mystery of our dying planet in a far future.

KEY FEATURES

  • Fully customizable versatile Platformer Core
  • Unique Directional Gravity Shield Mechanics
  • Huge Open World full of Secrets and Easter eggs
  • Fast Paced Combat with Free Aim or Aim Assist
  • RPG Mechanics, Quests and Inventory System
  • Be good or evil - Dialogue & Karma System
  • Companion Drones, Crafting & Survival Elements
  • A wide variety of Weapon Types, tools, items and gadgets
  • Unique Alien Couple vs Symbiont Story
  • Scan & Rebuild Mechanics with InGame Wiki
  • Driven by Rewarded Exploration and infinite Replayability


An XBOX® version of the game is currently in the works and will be released soon!


Developer Website https://www.polarityflow.com
Game Website https://www.ginsha.com
Facebook https://www.facebook.com/zetapps
Twitter https://twitter.com/PolarityFlowDev
Discord https://discord.com/invite/sgtkP4Mzsj
Instagram https://instagram.com/polarityflowdev
TikTok https://www.tiktok.com/@polarityflow
YouTube Channel https://www.youtube.com/c/PolarityFlowStudio

 

Article by: Susan N.


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Kokoro Clover Season 1 Review

Kokoro Clover Season 1 by developer ひこてる and publisher Phoenixx Inc.PC (Steam) review written by Richard with a copy provided by the publisher.

Estimated reading time: 6 minutes 



Do you ever get that nostalgia kick where you crave the days of Saturday morning cartoons? Those days where you would get up early, grab a glass of orange juice, and sit in front of the TV watching Power Rangers? Well, that's the exact feeling Kokoro Clover Season 1 invokes.

Kokoro Clover tells the tale of a young girl named Treffy, a spirit summoner who has the ability to use the power of spirits. One day she finds a mysterious gem called the Kokoro Clover. Along with her spirits, she sets out on an adventure in order to discover the secrets of the Kokoro Clover, and maybe make some friends along the way? The game is split into a number of chapters, each with both a self contained story tying into an overarching plotline. Remember what I said about it reminding me of Power Rangers? Well each episode is like those "monster of the week" deals.

Gameplay for Kokoro Clover is pretty simple 2D action platformer. There are a number of modes to choose from, such as Story Mode, Adventure mode which contains some extra challenges, and a Boss Rush mode. There is also a shop and minigame option. At the shop you can exchange coins you find in stages for stuff you've unlocked the ability to purchase. The minigame mode is the most basic rhythm minigame I've ever seen, but I'll touch on that a bit later. Whenever you start a stage, you will get a cute intro like the beginning of an old cartoon/anime before you start up the stage. Once you get control of Treffy, usually after some exposition, you can run, jump, and attack your way through a stage, picking up items from chests as you go.

I'll say this right now so you don't get the wrong idea, but Kokoro Clover feels like it's intended for a much younger audience, or someone who hasn't played many, if any, video games before. It is incredibly easy, so you won't be seeing much challenge in it, and will probably be picking this up for a younger relative. That being said, it is really cute and fun, so let's take a look at how it plays!

When in control of Treffy, you can walk, jump, attack, and perform many other actions. Treffy not only has the power to shoot magical bullets at monsters, she can also fuse with the spirits she has made friends with, changing her element from the wind she starts as to the element of the spirit she is fused with. This fusion also changes your attack type, allowing you to deal a lot more damage to bosses. Seriously, it's quite noticeable. That's not all the spirits can do though! You can also call them in to assist you in battle! While you start out with Undine, who heals you, and Salamander, who creates a fire attack, you can unlock more assist options along your adventure.

As you spend time in the stage, you will build up a special gauge, which will be used to perform a big attack that hits all enemies on-screen. You can also dance! While it may not seem like much, you are actually invincible while dancing! You can also keep dancing for as long as you want, so you can probably see why I said Kokoro Clover isn't very challenging, since your charges for using assists and your super gauge still fill while dancing. While you can only have one assist equipped at a time, you have 5 loadouts which you can mix and match using different assists, callout cards, and dances before entering a stage. These loadouts can be cycled through while you're in-stage.

As you travel through the world of Kokoro Clover meeting new people and battling new foes, you will also collect cards which can be viewed in a library from the main menu. Each chapter is very short, and also shows you what you get from completion, with a little chest, card, store, or trophy icon indicating monster info in chests in the stage, an earned card, a store unlock, or an in-game achievement respectively. The rhythm minigame will also expand with more characters as the game progresses. Also, after every story segment, you get a small "commentator's corner", where the characters will discuss either something from the "episode", or about the world in general. At the end, you will be given a special saying or password, which you can then use in the store in order to unlock something new. Well, except one which gave the wrong password, but that's part of a larger problem.

While I don't know about the Switch version, I can certainly say the PC version comes with a few…issues, at least for the moment. While none of these are particularly game breaking or anything like that, it certainly does make Kokoro Clover feel a little…amateurish. Also, the game seems intended for Switch to begin with, as controls are much better with a controller, and are referred to by Switch controller scheme. There are also a few instances where there is some cards or monster info that put the character icons partially offscreen. From issues I noticed, probably the biggest one was that while running, if you try to dance, sometimes Treffy will be stuck in the run animation instead of dancing, meaning you will get hit by an attack. You actually need to stop moving briefly first.

The next issue I had was with the language/textboxes. Basically, all the textboxes will be in Japanese with English subtitles at the bottom of the screen. I don't know whether this was a stylistic choice or not, especially considering it's only voiced in Japanese, but I think it would've been better to just replace the Japanese with English, although this doesn't particularly impact gameplay. The text boxes can also be a bit wonky, as sometimes a character will be talking with a different textbox than what the subtitles indicate, and sometimes certain dialogue boxes just get skipped entirely.

I also had an issue once, and only once, where a sound effect somehow got mapped to a certain button press, namely the jump button, which was amusing at first but quickly got annoying. Thankfully a restart and that fixed itself, and it never happened again. The last thing to note is that if you buy too much in the shop too fast, the money counter messes up and can't keep track correctly. Your actual money value is known, but the in-store display doesn't show it properly.

Despite my gripes, I actually really loved playing through Kokoro Clover Season 1. The characters were all fairly interesting and made me nostalgic for those days as a kid where I'd get up early to watch Power Rangers, Cardcapter Sakura, and Digimon, and the humour in the game is actually really good. Have I mentioned I burst out laughing a few times? The soundtrack is also really well put together, and the cute artstyle and old-school anime type format really suits the game well.

Overall, Kokoro Clover Season 1 is a game with a lot of heart, despite a few setbacks here and there. While definitely more on the easier side, it makes a good launching point for getting a younger audience into gaming, anime, or cartoons while also teaching some lessons.

Kokoro Clover definitely feels like it would be more at home on the Switch, and while I wish that's what I had played it on, the PC version worked fine for me. I highly anticipate the release of Season 2, and I hope you will too after playing Kokoro Clover Season 1.

Score: 7 / 10




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Heidelberg 1693 Trailer Shows the 2D Gory Action Game is Coming to Consoles


Paris, France - August 19, 2022
– Red Art Games is happy to announce the upcoming release of Heidelberg 1693 on Nintendo Switch, PS5, Xbox Series X|S, PS4, and Xbox One. Set in the Sturmfront - The Mutant War universe, Heidelberg 1693 is a gory 2D Action game developed by Andrade Games and ported to consoles by Red Art Games.

Red Art Games will bring Heidelberg 1693’s twisted version of late 17th century Germany to consoles worldwide on November 18. On Nintendo Switch, PS5, Xbox Series X|S, PS4, and Xbox One, Heidelberg 1693 will cost $14.99 digitally.

Physical PEGI-rated PS5 and PS4 versions will be priced at €24.99 while physical Nintendo Switch versions will be priced at €29.99, all available from November 18. The boxed copies will be limited to 2.900, 999, and 999 copies respectively. The physical versions of Heidelberg 1693 are now up for preorder on the Red Art Games official online store.

In order to allow PS5 players to get the complete Sturmfront universe experience, Red Art Games will also release the brand new PS5 version of Sturmfront - The Mutant War: Übel Edition on November 18. Featuring new DualSense trigger effects, this new-gen edition will also get a limited physical release. 999 physical PS5 copies of Sturmfront - The Mutant War: Übel Edition can now be preordered on the Red Art Games official online store for €19.99.

Heidelberg 1693 is a challenging 2D Action platformer set in a zombie-infested version of 17th century Germany in which the player takes control of one of French King Louis XIV’s famous musketeers. The game adds a layer of tactical combat to the genre by introducing the weapon of choice of musketeers: the musket. Players will be able to fire one powerful - and very effective- musket shot at a time. The weapon must be used wisely because of its long reset time though. Heidelberg 1693 tells its somber story - featuring real locations and historical figures - across multiple paths and endings. On PS5 and Xbox Series X|S, Heidelberg 1693’s framerate will run at 120 fps (on compatible screens). On PS5, the game will also make use of the DualSense controller’s features.

Members of the press, bloggers, and content creators will have the opportunity to play an early version of Heidelberg 1693 during Gamescom 2022 at Red Art Games’ booth located in the Business Area (Hall 3.2, Booth B-052).

For more information on Heidelberg 1693, visit:

     Trailer

     Game details

About Heidelberg 1693

The year is 1693. War engulfs Europe as France, led by the illustrious King Louis XIV, battles the Grand Alliance. Also known as the Sun King for his luxurious tastes and extravagant appearances, Louis XIV is driven by the belief that the sun - his sun - should shine upon all peoples of the world. While his enemies are way too many to be counted, one stands out as the most dangerous of all.

That enemy is none other than his own bastard son. Poisoned and left for dead, he emerges from the smoke and ashes of Germany’s battlefields and makes himself known as the “Moon King”. With nothing but hatred in his heart, he turns to diabolical and forbidden sciences in order to build an army the likes of which the world has not seen since the days of Satan’s rebellion.

Now the dead rise from their mass graves, seeking vengeance upon the King that asked for their heads while he basked in glory. Can you - the Sun King’s bravest musketeer - stop the approaching and never-ending royal eclipse?

Heidelberg 1693 is a challenging 2D Action platformer set in a zombie-infested version of 17th century Germany in which the player takes control of one of French King Louis XIV’s famous musketeers. The game adds a layer of tactical combat to the genre by introducing the weapon of choice of musketeers: the musket. Players will be able to fire one powerful - and very effective- musket shot at a time. The weapon must be used wisely because of its long reset time though. Heidelberg 1693 tells its somber story - featuring real locations and historical figures - across multiple paths and endings.

On PS5 and Xbox Series X|S, Heidelberg 1693’s framerate will run at 120 fps (on compatible screens). On PS5, the game will also make use of the DualSense controller’s features.

Features:

     Classic 2D action platformer

     Story set in a 17th-century uchronia

     Unique musket mechanic adds a layer of strategy to the action

     Featuring authentic locations and historical figures

     Beautifully animated sprites

     Animated cutscenes inspired by silent era films

     Multiple endings

     Play at 120 fps on PS5 and Xbox Series X|S

     DualSense trigger effects supported on PS5

About Red Art Games:

Red Art Games is a France-based publishing company creating physical versions of video games that were only available digitally initially. Produced in limited quantities, its physical games are released on Nintendo Switch, Sony PlayStation 5, and PlayStation 4. Last year, Red Art Games entered the world of digital publishing with its first releases: Sturmfront - The Mutant War: Übel Edition and Arietta of Spirits which came out on Nintendo Switch, PlayStation 4, Xbox One, and Microsoft Store! Since then, Red Art Games has released half a dozen titles on Nintendo Switch, PlayStation 5, PlayStation 4, and Xbox as well as physically on Nintendo Switch, PS5, and PS4, with many more to come!

Visit www.redartgames.com / Twitter: @REDARTGAMES

About Andrade Games:

Andrade Games is a German indie developer. Heidelberg 1693 is the studio’s third game. Visit www.andrade-games.com / Twitter: @Andrade-Games

Article by: Susan N.



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Dungeon Munchies Review

Dungeon Munchies by developer maJAJa and publisher Chorus Worldwide GamesNintendo Switch review written by Richard with a copy provided by the publisher.

Estimated reading time: 7 minutes



Dungeon Munchies is by far my favourite food based game I've ever played. It's a 2D action platformer that's quirky, fun, compelling, and full of crimes against sentient vegetables. Now finally out of Early Access, let's see what the finished product has to offer!

In Dungeon Munchies you are a zombie. Specifically, you are the latest in a long line of zombies produced by the great Necromancer Simmer. Simmer has resurrected you for a very important task: learning how to cook. Now, while all the single college men are probably scared, this nameless zombie is tasked with procuring ingredients for cooking with.

Namely? Giant bugs. And how do we get giant insects for cooking? We hit them with sticks.

After beating up some of the local wildlife, you will discover that most of the vegetation in the area has started developing a conscience of its own, which means some of those vegetables will fight back when you want to eat them. Not only that, but the Lord Protector of the Forest won't be too happy with you harassing their subjects. To arms o zombie! Or at least as many arms as you can find.

Dungeon Munchies, for the most part, has a surprisingly basic formula, but maybe that's what has made it so endearing to me. At its core, Dungeon Munchies is a 2D action platformer where you progress through a series of stages, beating up enemies, exploring for hidden "lost recipes", and combatting the enemies that stand in your way. You have both a primary and secondary weapon slot, both of which may be used at the same time, as well as a series of food related enhancements to your character. Later on you may also get some permanent enhancements added to your character through emergency zombie surgery as well, such as a permanent double-jump. There are a number of different weapons to choose from, both for primary and secondary equipment. Primary weapons may include swords, spears, or axes, whereas secondary equipment could be shields, throwing weapons, or even a passive boosting item.

In addition to your weapons, you can also cook! Well, considering your necromancer boss is also a chef, you should really expect that. Cooking food will allow you to eat it, and I know that sounds dumb, but hear me out first. All food requires certain ingredients to cook, but once created you have access to it at any time you're at a cooking station. You can only have so much food in your stomach, but thanks to being a zombie you don't digest it, so you always have the bonuses! If you want to replace the bonus for something else, for instance removing the double-jump food ability once you have a permanent double-jump, you just need to visit a cooking station and vomit the food out, making room for something new.

There are plenty of different weapons to craft and food to make, and thankfully enemies are in abundance, so all you need to do is return to old locations in order to harvest their materials. Once you have what you need, you can start experimenting with different food effects and weapon combos. Some food increases damage from certain weapon types, some food gives access to a new move with a weapon type, and some food just gives you a general bonus, such as adding poison to your attacks. The neat thing is that, as far as I can tell, every food effect actually has some form of visual change to your zombie, even if it's slight. It's the little things that matter most, right?

Gameplay will take place by making your way through the world of Dungeon Munchies one checkpoint at a time, hitting up crafting stations and fast travel points as you go. At most of the larger camps, your friendly boss Simmer can usually be found, along with a few of her skeleton crew. By talking with Simmer and the skeletons, you can learn more about the world and how it came to be a planet devoid of human life. You may also come across research stations or documents left around by the old world government that may help shed light on things. Fair warning right now, despite how comedic the game tends to take itself, there are some pretty serious and dark moments in the storyline. Dungeon Munchies hits at the top for a lot of new experiences for me, including "Biggest Mood Whiplash I've Ever Actually Enjoyed". You can have a discussion about the desolation of a species and the coping mechanisms of being the only relic of a bygone era, followed shortly afterwards by making a sword out of somebody's snot.

I'd also like to take this moment to touch upon something that is often brushed by without any real depth to it. The characters in Dungeon Munchies feel really…well, real, I guess I'd have to say. They're goofy and wacky at times, but then get serious for stuff that matters, and they all have such distinct and relatable personalities that it makes it rather hard not to grow attached to them throughout the course of the game. Add to this that the general graphics tend to be more bit-like, and character portraits have a very wide variety of emotions, expressions, and…I don't even know what to call the weird things they do…graphical effects? Either way, it's incredibly entertaining and endearing.

I actually picked up Dungeon Munchies as an Early Access title some time ago on the PC, and I can honestly say I binged the entire game that was available until about 4 in the morning. Moving onto the Switch release, it still flows pretty smoothly, although there are a few things here and there that can be a little annoying, both for the Switch specifically and in the PC version. One of my issues with the Switch version is that movement and aiming aren't particularly separate. While in the PC release aiming with your mouse isn't a problem, using items like magic wands, where you need to aim, or trying to run while attacking an enemy behind you, can get a little annoying, but it certainly isn't a deal breaker. There are some enemies/stage placement/enemy combinations that can be a little frustrating, and some of the bosses have special skills or attack patterns I thought were really dumb. Special mention goes out to the "intermission" between Chapter 2 and 3 which took me way too long to do.

That being the case, Dungeon Munchies does a lot right. It has a good combat system, the dialogue is a wonderful combination of goofy and serious, and I thought all the characters were really interesting. There is a massive pool of different food items and weapons to choose from, and there is a built in function to reset dialogue and bosses. That's right, you at the end of the game and want to go pummel the first boss with your infinity+1 sword? Go right ahead. You can also recap yourself on the storyline while you're at it. There are multiple difficulties available, and while I didn't have much issue on the normal difficulty apart from a specific part here or there, easier or harder options are available.

Summary

Overall, I have to say that Dungeon Munchies is by far one of my favorite games I've played recently. I had so much fun with it, and I really enjoyed what it had to offer, especially considering the small size of the team that put it together.

If you're looking for some 2D action platforming experience, I highly recommend you give Dungeon Munchies a try.

Score: 9.5 / 10




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Kokoro Clover Season 1 is Out for Nintendo Switch and Steam!


Kokoro Clover Season 1, the 2D platformer inspired by Japanese Sunday morning cartoons developed by Hikoteru and published by Phoenixx, begins its exciting season of action today on Nintendo Switch and Steam for PC.

Story

One day, “Treffy the Spirit User” suddenly gains possession of the “KOKORO CLOVER” and must go on a grand adventure with friends to discover a great secret!

Silly rivals and formidable enemies abound in the fight for the “Kokoro Clover”. Season 1 contains 12 episodes!

Features

Enjoy that Sunday morning feeling in Story Mode, or unlock more actions and characters with coins collected in the more stage-based Adventure Mode. Collect unique characters, cards, and fill your monster books!

  • There is also a boss rush mode and a mini-game mode for lots of variety.
  • The story also includes opening and ending animations as well as commercial breaks!
    And you’re not just limited to Treffy’s transformation: you can also control a “tough rival” and a “very red robot”!
  • There’s also a “dance” can do at each stage. Just for the fun of it.
  • And there are more than 20 bosses!

Voice Appearance (System and Action Voices)

Treffy: Konomi Kohara




 

Article by: Susan N.

 

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Gameplay Trailer and Playable Demo Available for The Cub

11 June 2022 – Belgrade, Serbia + Warsaw, Poland | Demagog Studio and Untold Tales have released a new gameplay trailer for The Cub to coincide with the release of their Steam demo plus the game’s showing at both the Tribeca Games Festival and the Guerilla Collective showcase. 

Soundtrack Teaser: https://www.youtube.com/watch?v=aR4Ahn0uPOc

Steam page: https://store.steampowered.com/app/1941410

The Cub is a 2D platform parkour game inspired by classic SEGA games of the 90s - The Jungle Book, Aladdin, Lion King – but with modern twists and ideas. Set in the same post-apocalyptic world as Golf Club: Wasteland, this time the story is from the point of view of those who stayed and survived on Earth as the ultra-rich fled to Mars as society collapsed.

https://www.youtube.com/watch?v=O29hM2xydRw

The game was recently part of the final 9 games selected by the Tribeca Games Showcase that are innovating on the front of storytelling, art, and innovation alongside other upcoming titles such as Oxenfree 2, Cuphead - The Delicious Last Course, and A Plague Tale: Requiem.

A further feature showing at The Guerilla Collective is going to be followed by a spot in the June 2022 SteamNext Fest. The playable demo has however been made available now for anyone to try on Steam. It gives players a snippet of 3 different levels as well as a healthy dose of the next wave of Radio Nostalgia From Mars - the signature radio show broadcast of stories and tunes beaming from the ultra-rich colony on Mars.



Article by: Susan N.



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TOKOYO: The Tower of Perpetuity Review


TOKOYO: The Tower of Perpetuity
by developer and publisher Playism—Nintendo Switch review written by Richard with a copy provided by the publisher.

Estimated Reading Time:  4 minutes.


TOKOYO: The Tower of Perpetuity is an interesting title that I have some trouble putting a good description of. TOKOYO is a 2D action platformer sort of roguelike type deal, but it's not really? It's a little hard to explain in a sentence or two, but I can tell you it is pretty dang fun.

TOKOYO is the tale of a bunch of random people summoned from their everyday lives to a mysterious tower. This tower is a mashup of different parts, stitched together like some sort of Frankenstein's creation in building form. So it falls to you, or one of the characters you choose, to reach the top of the tower and complete the story that has been laid out for you. That's about all you're really told, and depending on how you play, it may be all you find out. Each character has their own backstory, as well as ending sequence, and there are even custom characters, which are basically just palette swaps of the main cast created by fans, but hey, they're pretty cool.

So, how do you climb the tower? Well, you jump up the tower in 2D platforming segments, with the occasional boss throughout, with a tougher boss at the end. The catch? You have no standard attack, just a special attack that takes about 30 seconds to come back. This creates an interesting dynamic where you need to judge when to use your special to get rid of it versus saving it for other enemies. This gets even more important when later floors of the tower introduce a karma mechanic, where you need to clear the floor before the gauge fills up otherwise bad stuff may happen. Now you no longer just wait for your special to come back.

As you make your way up the tower, you will encounter a bunch of different enemies, as well as traps and different platform types to hamper you on your way. You will also come across items to help improve your time in the tower, which can include increased jump height, increased skill damage, or healing when you clear a floor. Every so often you may also run across a rest stop, where you can pick up a drink, on the house. These drinks will heal, and two will give you a boost for the rest of the tower run. The common items can be stacked, although they start to loose effectiveness the more you stack, while the drink effects are just a flat rate.

The tower itself is the same every run, but the whole tower will change every 24 hours. This means every day you will be able to make a run through a brand new tower, although all items and layout will be the same each run during the same tower instance. There are online leaderboards to keep track of the score you get, and while I had a time or two I miraculously managed to make top 5, chances are you'll probably be excited to make top 50 during your first few runs. Interestingly enough, when you die you can leave behind a grave marker, as well as a predetermined message, that could either give hints to others or just be kind of funny, and other people will be able to see it. An important thing to note, especially on the Switch, is that you will need an internet connection in order to play, so no "on the go" gameplay for you.

There is a lot of replayability in TOKOYO, partly out of how the game functions, and partly with how it was designed. With a cast of different characters, even going through the same tower multiple times can be rewarding, as the characters all have their own unique method of attack, from orbiting swords to homing bullets. There are also points in the tower where you'll need to choose between a "white" or "black" route, which will change the next portion of the tower. Couple this with the daily tower style gameplay, and it's really easy to pick up for an hour or two every day.

Summary

TOKOYO: The Tower of Perpetuity is a neat package wrapped up in a retro like 2D art style with some catchy music to accompany you while traversing the tower. While incredibly simple in nature, complicated doesn't always mean better, and what TOKOYO lacks in complicated controls or background mechanics, it more than makes up for in engaging stages with a ton of different options to be pieced together e very day.

Score: 8.5 / 10


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Ender Lilies: Quietus of the Knights - PS4 Review


ENDER LILIES: Quietus of the Knights
by developers Live Wire, adglobe and publisher Binary Haze InteractiveSony Playstation 4 review written by Richard with a copy provided by the publisher.

Estimated reading time: 8 minutes


Ender Lilies: Quietus of the Knights is a Metroidvania with souls-like aspects. A tale of a young girl in a destroyed kingdom looking for answers and salvation. With the help of the fallen souls at her side, she might fight for her place in the world she finds herself in.

Ender Lilies is about a young mute girl with amnesia who awakens in a dilapidated lab. A death-bound knight, who's soul is tied in service to the girl, informs her that she must venture out into the kingdom to restore her memories, and to find a way of purifying the Blight that is causing the inhabitants of the kingdom to become deformed monsters. Much of the story for Ender Lilies is told through scraps of paper and notes that you pick up along your journey, as well as memories recovered from the souls of the powerful warriors you defeat.

At its core, Ender Lilies is a sort of souls-like metroidvania hybrid, with the heavy focus on the metroidvania portion and sprinkled with light souls-like concepts. As a 2D exploration action-platformer style, you will be traveling through the kingdom exploring areas, collecting items and upgrades, and then returning to explore areas after acquiring new abilities, such is the metroidvania style. Unlike traditional metroidvanias however, Ender Lilies displays its reference to the souls-like genre by having you earn experience through defeated enemies, and upon death you get returned to the last checkpoint. Thankfully you keep everything you've earned before being death, as some of the items you can get are basically "one-way" roads.

So how does Ender Lilies play out? Well, a major focus will be on the combat, which is performed in a Castelvania Aria/Dawn of sorrow style. You have two sets of three abilities you can equip as attacks, some which consume "uses" (such as a firebolt) and some that are infinite use (such as the starting sword attack). These abilities are tied to the bosses and powerful enemies you defeat, and instead of attacking yourself, you summon the souls of the purified bosses to attack for you. These abilities can be set at rest points and uses restored, as well as upgraded with any souls required for the upgrades you may find on your travels. These may be found in breakable boxes and jars, but are found in larger batches by collecting items and purifying the remains of dead monsters.

In addition to the six possible abilities you can equip with your acquired spirits, you also have the standard jump, as well as the dodge from the souls-like style. In fact, head to head combat and boss fights play a lot like the souls-like style, as you must dodge attacks while getting your own in, utilizing your invincibility time while dodging to avoid getting damaged. If you do get hit, it's usually for a pretty big amount. If you're having trouble getting through an area or beating a boss, it might be a good idea to explore a bit, find some upgrade materials, and maybe reconsider your equipment. While you do earn exp and can level, increasing max health and damage, most of your damage output will likely be a result of upgrading spirits or equipped relics helping in battle.

Relics are accessories you can equip that may be discovered as you explore, occasionally located in some really horrendous locations. Amongst items you can find while exploring, you can acquire: upgrade materials, health increases, relics, capacity increases, and healing upgrades. Yes, that's right, souls-like healing as well. In fact, it might be a good idea to think of Ender Lilies as a metroidvania exploration with souls-like combat, especially given that common enemies respawn when resting at a save point. A good fit, I must say. So, capacity upgrades you may be wondering about. This is actually for the relics, as all relics have a cost, and you cannot equip more relics than your capacity allows. While you can build a fairly sizeable capacity, you do have o pay attention to whether you remembered to remove the utility effects in exchange for combat use relics before bosses. Guess who accidentally had half their capacity filled with exp increasing and water movement relics for the final boss fight? Yes, it was me.

At this point in my review, I want to impress a few things upon you readers. First up is that the game will let you know quite blatantly if you're missing something. Each "room" or "area" on the map shows how many exits there are in the room, as well as if you've entered or exited them. Additionally, the map is colour coded for your convenience, with blue rooms indicated items you haven't picked up or optional bosses you haven't beaten yet. Major bosses are a "little" more mandatory, although it is possible to do minor sequence breaks.

I'm fairly certain the boss I beat second last was not intended to be fought so late in the game. Second thing to note is that you are never locked out of anything. Multiple endings? Can be acquired any time you want as long as you meet the requirements. Items and collectibles? Always accessible if you have the right movement abilities and relic combinations equipped. Enemies too tough? Well, git gud scrub. Everything is always available to you, and with rooms indicating "completion", it becomes easy to work out where a possible item of optional boss you're missing is.

This is also extremely convenient as you unlock a fast travel option early on, allowing you to travel between rest points, and there are a fair number of them. While you are out exploring, you also have the option to open the menu and simply select the option to return to a rest point, keeping everything that you've collected. This was really handy when I was going for the 100% map completion, walked into a room fairly out of the way, collected the items I needed, and then could instantly return to the rest point. Very handy. Accompanying you on your journey, you will find both a plethora of environs as well as suitable soundtracks to accompany. Or in less poncey terms, nice art and good music.

One of my key gripes with any Metroidvania style game is the soundtrack. If I'm stuck in an area for five hours trying to solve a puzzle or find a hidden item, the soundtrack better not make me want to murder somebody whenever I hear it after I'm done. Thankfully, Ender Lilies has a really well crafted soundtrack, and some stunning visuals to pair with it. Ender Lilies has some really nice music pieces, some of which have a wonderful piano accompaniment. When played along with the visuals of the world you are exploring, the presentation paints as much of a picture of the world as the scattered notes you find throughout your journey.

As much as I fell in love with Ender Lilies almost instantly, there were a few faults that I noticed through my time with it. The first, and arguably most important, has to do with the movement mechanics. Well, sort of. When you unlock the ability to move freely in water, you can also swim up waterfalls/water columns. Water columns that I thought for the longest time were just background decoration. Similar, there are these chains in the sunken coven that I thought were background but really weren't. Literally me not noticing this added about two hours to my play time of trying to figure out what to do.

The next issue I discovered had to do with attack timing. Some of the bosses have moves that have a big wind-up, but no real tell as to when it's releasing the attack, meaning you'll probably dodge too early or too late until you learn the moves. Some moves, however, hit you before the attack animation actually plays. The boss of the catacombs is particularly egregious for this, as I died a few times, and watched the attack play out AFTER I had already died. While it isn't too hard to adjust for since the move has a clear tell, it is a little frustrating. Finally, I did have an issue with the camera twice, where I either fast traveled or returned to a safe area, and the camera was off in left field for some reason. Returning to the rest area again or leaving reset it, but it was interesting. Only happened twice though, and never in an area with enemies, so that's good.

Summary

Overall, Ender Lilies: Quietus of the Knights is an absolutely stellar hybrid of 2D Metroidvania exploration and souls-like combat rolled into a wonderfully artistic package. With tough but smooth combat, exploration that feels both fulfilling and challenging, a beautiful art style and soundtrack, as well as an endearing story, Ender Lilies really captures a lot of great aspects. It's incredibly hard to pick out any real issues with Ender Lilies other than personal preference, but it is really easy to recommend to anyone looking for either a Metroidvania or Souls-like. A great package that has come together magnificently, Ender Lilies will not leave you disappointed.

Score: 9 / 10


 








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ENDER LILIES: Quietus of the Knights - XB1 Review


ENDER LILIES: Quietus of the Knights
by developers Live Wire, adglobe and publisher Binary Haze InteractiveMicrosoft Xbox One review written by Nick with a copy provided by the publisher.

Estimated reading time: 6 minutes


When taken as a whole, ENDER LILIES: Quietus of the Knights provides an interesting, deep experience. Some of the parts took me a bit longer to come around to than others, as it tries to blend the tried and true formulas of Metroidvania and Soulsborne games into a 2D action game that winds up becoming something unique unto itself.

The visuals were what grabbed my eye immediately during trailers and preview materials before this title released on PC. One of the members of our team, PY, raved about how good ENDER LILIES: Quietus of the Knights was and said I needed to play it when it eventually came out on consoles. I have to agree with his overall assessment, though we found different things to take away from the experience. But those graphics… they are very pretty, with a sort of haunting, shadowy quality that matches the tone of the game’s narrative beautifully. The visuals have that hand-drawn look to them, with splashes of red standing out against somber greys that comes together to create a haunting visual style that we’ve seen done before, but seldom so well.

It all starts off familiar enough, with our protagonist who herself has no particular skills of her own to protect herself in a world where a mysterious rainfall has transformed all living creatures into monsters called the Blighted. In fact, many of these creatures were once Lily’s protectors, but now she must find and defeat them. So while unable to wield any weapons herself, Lily channels spirits that grant her new abilities as she explores a large map, and new abilities grant further access into the levels and the story itself. So when Lily starts the game, she does so wielding an attack, but by the end of the game she can perform a variety of new techniques that have both combat and travel applications. Seeking out and killing the lesser mini-bosses gives you additional attack types to wield against the bigger baddies when you fight them. If this feels very much like a Metroid or Mega Man style approach to things, that’s because it is.

There’s a hint of Soulsbone influence in here as well though, where there is a reliance on techniques that provide invincibility frames and expert timing to win your battles. We’ve seen this approach in other 2D games like Salt and Sanctuary, though ENDER LILIES: Quietus of the Knights was simply more fun in my opinion. Unlocking the new skills such as dashing, double-jumping or homing attacks helped to balance the challenge. This is not an easy title, but like the best of the Souls games, if seldom felt cheap or unfair either. I say ‘seldom’ because ranged attackers could sometimes plink me from off-screen and boy that got on my nerves at times.

The boss battles are the star of the show however, because they were absolutely challenging and often came in stages while you learn their attack patterns and figure out how to counter them. There is also a fast travel to spots where you can upgrade – but visiting them via this mechanism triggers enemy respawns in that area, not unlike campfires in Souls. Still, this option for fast travelling was a big one for me, because while I love the idea of the world sort of peeling back layers one at a time as you learn new abilities, there are many Metroidvania games where having to double back and then backtrack again and then once more go over the areas you’ve already travelled… well, you get the idea. It can start to feel like unnecessary padding as opposed to clever level design after a time.

In terms of the overall presentation, I already touched on how much I enjoyed the visuals, but the audio design deserves a bit of spotlight as well. For me it was not quite as arresting as the graphics, but there are some tense, haunting melodies that managed to stick with me ever after exiting the scene. Combine that with a solid control scheme (this title released on PC but feels as though it was made with controllers in mind as it handles with precision and makes accessing abilities on the fly pretty seamless. Given how much fun I had experimenting with the new abilities when I earned them, this was a small but appreciated consideration.

While at some point all of the traveling abilities need to be used to reach new areas, the combat ones are all designed with a particular use in mind – but don’t really have to be used. There are some I barely touched after learning how they worked, simply because I was more familiar with other attacks that worked just as well for me. There is a pacing to the combat that is just a bit more intentional than many action games. You can mash your way through some of the earlier stages when Lily has fewer skills at her disposal, but the enemies do evolve a bit by the later stages as they adopt certain patterns that you’re better off learning and countering with the right attack skill. This could lead to frustration for some players who would rather go into this knocking off enemies and simply relying on lighting fast reflexes, but patience is the key in many of the stages. 

Summary

ENDER LILIES: Quietus of the Knights doesn’t necessarily bring a lot new to the table, but it does a great job of mashing up the principles of Soulsborne and Metroidvania games into a hauntingly beautiful 2D action experience. Certainly there were moments of frustration – this is not the hardest game I’ve ever played, but ENDER LILIES: Quietus of the Knights certainly is not easy either. It has a very distinctive aesthetic that really appealed to me though as I continued to unravel Lily’s mystery while exploring this unique world.

Score: 8.75 / 10

 


 



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