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Showing posts with label Sunday Bites. Show all posts
Showing posts with label Sunday Bites. Show all posts

Sunday Bites - Crumbling World


Landing in my inbox basically right before the holidays, Crumbling World is an Action Adventure RPG that quite believes in killing you off at what is basically the end of the world. Equipped with a sword, shield and physical prowess, you'll have your work cut out for you as you fight your way through groups of enemies and try not to fall off the map.

Story

The world that anyone knew is now long gone. With monsters having emerged and most of humanity turning its back on those that keep holding onto what is left. While it’s not exactly a unique apocalyptic tale, it’s one that leaves itself fairly open to do things as by stating monsters emerged, anything is possible!


Gameplay and Combat

This is really where Crumbling World will sink or swim. As it stands now, the elements are all there to make a good action RPG but things need to be slowed down a bit as while you are by yourself, you often only get the choice to attack and take damage, or block and see your stamina bar drain. What is interesting is that once your stamina is out, you can still block but then you can’t attack at all because you have no stamina to do so. Dodging on the other hand can only be done while your shield is up but even then it doesn't feel like it helped much as it was honestly better to back up and attack until your enemies were dead and then go heal.

Music

Opening on a haunting note, the instrumental music is in tune with the dark and the gloom of the story. What I do wish was in the Crumbling World though was more than one track as while the music worked perfectly for the opening and the quieter parts of exploration, I would have liked to have something a bit different when in combat.


Other

What really, and I mean really, enjoyed, was that you can fall off the ledges in the Crumbling World. Generally there are invisible walls to keep you on the map but in this case? You can fall off, the enemy can fall off, and when you have to actually jump over pitfalls as there are breaks in the world? It leads to some interesting fun.

Final Thoughts

There is a lot of room to expand in the Crumbling World and it could definitely be a contender down the line for a game of the year list in the indie category if done right. Currently only in Alpha and free to try, I would recommend taking this Crumbling World out for a spin!

Game Information

Platform:
PC
Developer(s):
Dani Marti
Publisher(s):
Dani Marti
Genre(s):
Action, Adventure, RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Provided by Publisher / Download


Article by Pierre-Yves
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Sunday Bites - Gataela: Victorian Steampunk RPG, a second look


Having first taken a look back in April of 2017, Atemly Games have recently released an updated Alpha to showcase just how much work has gone into this Victorian inspired Steampunk adventure. Taking on the role of Zack, it won't take long for you to pack up for a journey that will in the beginning ask more questions than it answers.

Story

Starting off at a fruit vendors stall in a small to medium sized city, you chase after a bread thief to get back what was stolen from another merchant. Finding out after fending off his "big brothers" that he did it so that they could eat, you give him your lunch and head back to the stall that you help run.

With one event leading to another, you leave town to negotiate a continuation of good on increasingly dangerous roads only to find out that someone who used to be close to you is now in a group of bandits. Packing up for a longer adventure you head out to find him and meet some interesting people along the way.

It's a light enough start even if it deals with heavier concepts such as starvation and life on the streets as there doesn't seem to be any other way available. I'm looking forward to seeing how well these themes will carry on down the line but so far? It's well written and I like how real the characters feel within the world.


Gameplay

Gataela plays a lot like a classic RPG. You move around town or the outskirts, forests and encampments in a left, right, up and down fashion. While in town you'll be able to talk to people as you walk by while out in the fields you'll see enemies and you'll only need to fight then if you run into one another. Enemies are also never really faster than you so you really do get to pick whether or not you're in the mood for a fight or just want to keep moving on.

Music

The music is nice to listen to. Generally upbeat themes carry you through both exploration and battle and it never gets tiring to listen to. The field music is also nice to nap to which I can attest when I put my laptop to the side one Sunday night as I needed a few minutes after a long weekend.


Other

The character models on the map are adorable and I love how they are animated to move around. Only adding ad a bonus, the dialog are highly detailed 2D stills of the characters speaking that would look at home in any larger budget RPG. Speaking of larger RPGs though, Gataela does take a page out of the Tales Of Series for side skits that can be viewed if you want to and add to the story that is primarily told.

Combat

Now here is where Gataela shines. On one hand you have your standard RPG battle system in which you choose what each member of your party does and then it plays out against the enemy in a speed based process. On the other, you have to choose dialog options in a battle of "wit" in order to gain the knowledge that you need to move ahead in the adventure.

This second style of combat is neat because the options are never at the same point so if you're going for a second or third attempt you can't just spam through but look before answering.


Final Thoughts

Like my first time around, I'm still very much excited to see how Gataela evolves as Paige and her team continue to improve upon wonderfully looking indie.

As a bonus? Gataela is literally being developed in my backyard "across the river" over in Ottawa, Ontario from where I am in Gatineau, Quebec. It's a weird setup that basically makes two giant cities almost one but not. But hey! It's a local indie it should be supported!

-----
If you want to see more head over to Gataela's Website or either their Facebook or their Twitter pages.

Game Information

Platform:
PC
Developer(s):
Atemly Games
Publisher(s):
Atemly Games?
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Website Demo


Article by Pierre-Yves
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Star Valor - Sunday Bites


I have a soft spot for top-down space titles. About a thousand years ago, when I was a wee young lad, I spent oodles of hours at the old PC we had playing Asteroids. On the console side of things I would spend an obscene amount of time with the original Wing Commander and later graduated to titles like Elite, Descent, Tachyon Fringe, the X franchise, and a great many others, but that initial time spent with Asteroids set alight a small flame that has forever burned. As I have gotten older I have come to look for more than a simple "press spacebar to shoot" mechanic in my gaming and Star Valor ticks a lot of those expectations and desires.

Star Valor, like many indie titles, is the lovechild of a single developer and though still a work in progress, it is a solid and ever-evolving experience that stokes that little flame that was lit oh-so-long-ago. The top-down perspective and near-Newtonian physics plays right into my space-loving ego; the mining, plundering, warp-gate travel, galaxy view, trading, everything just fits into a category of games I will leap at the chance to play. Even being Early Access, Star Valor is a tightly made space exploration title that has an absolutely amazing array of features and options. It looks amazing too!


In your quest to control the galaxy you will be able to trade and quest to gain allies or simply hire mercenaries as you plunder the hard works of spacefaring traders. For something that seems so simple, Star Valor really shines and shows the expertise of Rafael, the lone developer.

From the variety of starships to the procedurally generated galaxy, Star Valor just bloody works. I hope that, in time, Star Valor continues to evolve and work on balancing the in-game market, adds even more spacecrafts with more customizable assets like massive cruisers/carriers/frigates/capital ships, etc. (as if 40+ crafts to choose from were not enough), a wider selection of weapon types, and I would love to see growth in the factions.


To see massive wars being taken place between two larger parties, or heck, even coalitions consisting of multiple "players" in game, would be a dream come true … and with what I have seen so far in Star Valor, it may have the capability to, pending the development path, eventually turn into something very much like the X franchise.

Star Valor makes me feel something I rarely have in the past with video games and that is … greedy. There is so much potential, so much skill behind Star Valor that it truly could become a cult classic. Time will tell, but with the developer's commitment to community outreach and the near-constant stream of updates, both for the game and those in the community, goes to show that not only is Rafael's heart in the right place, but so is Star Valor's presence in a difficult market.

Game Information

Platform:
PC
Developer(s):
Rafael Burgos
Publisher(s):
Rafael Burgos
Genre(s):
Action
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher

Article by Robert
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Sunday Bites - Towards the Pantheon


Towards the Pantheon is an Indie RPG currently in development from Connor Linning slated to release sometime later this year. I had originally spotted it through Twitter and from there I found a prequel available on Steam subtitled as Escaping Eternity. Here is your next Sunday Bites!

Story

Escaping Eternity sets itself up as a prequel to the main events of Towards the Pantheon. Something horrible has happened to the world and one man after making it through multiple trials aims to go back in time to somehow give things another try to fix it. How that fits to the events of the main title remains to be seen but he's a main part of the adventure and I look forward to how one bridges into the next.

Gameplay

The gameplay provided was interesting. Given almost no instructions you set out exploring your surroundings. Basically inside of some run down and falling apart building, you soon find more locked doors than you know what to do with as the keys are nowhere in sight. The problem solving to obtain these keys can be found through looking around carefully and inspecting everything even if that means looking through blood soaked rooms and rotting contents of barrels. If this level of problem solving can be found in the main event then I believe that players are in for a treat!


Music

The music and the sound effects just add layers upon layers of creepy. Already visually dark and gloomy because of the setting the audio just sells it that this is not a friendly place. Silent at first you soon come to dread the haunting music that follows.

Other

Let no one, NO ONE, ever say that 2D Sprite like creations cannot do creepy. Dear anything you believe in. I jumped several times and from nothing more than a quick glimpse of something. Very well done. The opening disclaimer warned of both mature aspects that were darker in nature and it didn't disappoint.

Combat

Combat wasn't a feature displayed in the prequel. Instead it focused more on the mystery and problem solving surrounding our warrior as he explores the broken down and locked areas that he finds himself within.


Final Thoughts

Towards the Pantheon: Escaping Eternity shows off a well crafted scenario that didn't need anything like combat in order to sell it. With the established premise now in my hands, I'm looking quite forward to the rest of the experience. Now we just need to wait for it!

Game Information

Platform:
PC
Developer(s):
Connor O.R.T. Linning
Publisher(s):
Connor O.R.T. Linning
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Steam Demo


Article by Pierre-Yves
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Sunday Bites - Celestian Tales: Realms Beyond


A few years ago now I had the chance to review Celestian Tales: Old North which was an interesting and well designed RPG by Ekuator Games. Having gone to Kickstarter in order to fund a sequel, I took the time to test out this next entry of the series through the demo that can be found through its Steam Page.

Story

While you may not particularly have to play the original it may be a good idea since the original cast of the Old North are back for Realms Beyond. If you follow along with the dialog it’s been about a decade since the original and seeing that the six nobles are still together is something interesting as things have changed but they’ve stuck together. Starting off on a quest in order to obtain fairy dust for a garment, some decisions will need to be made on that trek in which not everyone will agree with. I’m glad that they kept the options for choice as well as that not everyone will always agree with one another.

Gameplay

The gameplay will make fans of the classic RPG feel right at home with characters moving around the map and getting into battle with the shadows that can be seen on the map. What’s in those shadows? Running into them is the only way to find out! Aside from that, the top down view provides both a nice view of the terrain while also easily hiding objects and people that you may need to find in order to advance the story.


Music and Sound Effects

The music and the sound effects are great. Exploring the forest for example has a light track while combat steps up the tempo to keep things exciting. The sound effects fit right in and don’t feel out of place or annoying to hear as you switch between the menus and options in combat.

Other

Controller support makes a return with the sequel making it rather easy to put your feet up and not having to worry about being close to the screen. Other than that, load times are quick and things already seem quite stable. If anything the most I would highlight is that I felt quite nostalgic returning to several areas of the first. Having been over two years it really was like re-welcoming an old friend.

Combat

The combat system from the first makes a return with a familiar turned-based RPG system. Characters have their turns in order of fastest to slowest and can either attack enemies, use skills on a stamina based system or use items in order to heal themselves. The leveling system is also back with the party itself receiving experience and not the particular members. This means that even if there’s a party split, your party’s level will be the one that matters meaning that no one if left behind. Also the entire party is fully healed after every battle which is great!


Final Thoughts

Having enjoyed the first title left a bar to be achieved with the second and I believe Realms Beyond could easily hit it. The only thing that will really be left to see if that if it can pass its predecessor. A lot of the elements are being re-used like the combat and some of the locations shown but it’s what will be done with these later on that can set it apart from Old North. In either case, I’m looking forward to its full release later this year!

Game Information

Platform:
PC
Developer(s):
Ekuator Games
Publisher(s):
Ekuator Games
Genre(s):
Digital Tribe Games
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Provided by Publisher

Article by Pierre-Yves
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Sunday Bites - 8-Bit Adventures 2


When Critical Games released 8-Bit Adventures I was amazed at how well it was both a “retro” title and an RPG that could easily stand on its own both mechanically and visually. With the Wizard, Thief and Warrior (Red / Green / Blue) acting as the representatives of the colors of the world everything simply clicked around them.

Moving on to Tales Across Time, Critical went in another direction altogether with different combat elements as an enemy was fought over the course of generations of three completely unrelated individuals.

Back for their third project, 8-Bit Adventures is receiving a sequel and so far, it's looking good.


Story

If what is currently available in the short demo is anything to go by, especially in conjunction with the previous titles, 8BA2 is going to be awesome. Starting off in a city chasing down a glitch, our party faces off against robots before getting one of their own before jumping on a train to make it to a factory where they do catch up to that said glitch. The dialog is well written and the flow is clear to see leaving me with wanting to know how things got to this train ride and what comes next.

Gameplay

Gameplay is simple enough as it follows that retro jrpg style. Moving around is easy and there's a combination of both random and forced on screen encounters that move along the story. With the tiny bit available it's possible that more could come into play but even if it doesn't this core piece follows the tried and true method so there's nothing to worry about on that end.


Music

The music is awesome. It has both that old school feeling but not the rough edge that used to come with it and the battle theme is very catchy. My only suggestion with the music would be to release an OST alongside the final release.

Other

There's controller support! I know that sounds like a very small thing to be happy about but it's the difference between being stuck at a desk or having your feet up on the coffee table in front of the projector.

Combat

Combat is an evolution of what could be found in Tales Across Time which stepped up the standard JRPG battle system. Characters have access to attacking and skills but the warrior can pick whether they hit for certain but less damage, deal normal damage, or deal heavy damage at the risk of missing. Swapping in the robot that joins and they have no MP and can simply use their skills all they want. There's choice and it was a pleasant step forward for Critial’s series.


Final Thoughts

I'm looking forward to playing the final release of 8-Bit Adventures 2. The original held unique ideas and Tales Across Time demonstrated that Critical Games was not just a one trick pony capitalizing on the retro style that has slowly become "in". With the upcoming sequel it's clear that like Dancing Dragon Games and Stegosoft Games they know what they are doing and I've high hopes for it!

Game Information

Platform:
PC
Developer(s):
Critical Games
Publisher(s):
Critical Games
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
N/A

Source:
Demo on Steam
Article by Pierre-Yves
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Sunday Bites - Numina


Numina is a currently in development Indie RPG by Stardust in which their demo can be accessed through their itch.io. Before getting into anything else, like Echoes of Atheria (RPG Maker VX Ace) and Ara Fell (RPG Maker 2003) last year, Numina (RPG Maker XP) is another prime example of what can be done with an RPG Maker and should not be dismissed because of it. It is slowly becoming less of an issue but sometimes that reminder needs to be said in order to be taken seriously.

Story

If you're looking for something cute and squishy you won't be finding it here. Starting off with essentially a prison break, corpses are left in the escapees path on their way out as Numina sets the tone as it's not afraid to get its hands dirty.

Cutting from this group to another, it isn't long before tragedy strikes this one too and I hope that your emotions are steeled because they may take a hit. Maybe not as hard as Tumbling Apart but they aren't far. With all of the death and tragedy however Numina looks like it'll be action packed enough to keep things interesting and I look forward to more.


Gameplay

While moving around the different areas, transitions are some of the smoothest that I've ever seen. Once your character gets close to the edge they continue moving as the screen fades to black. Visually this elimites any possible jarring that can sometimes happen when it all occurs in a split second. The only thing that I would have against it would be that you never quite know where that line is. Maybe a small 25-50% opacity dotted line would be a good idea to show where this can occur as there were a few times that I hadn't meant to go back to an area but was moving around a monster.

Something else that I quite enjoyed is that "you" have an involvement just as you have control of your main characters. You get to play a disembodied voice and can even name yourself to be more than a figment of your character's imagination. Either that or pretend to be one as the options for dialog on your end range from being a jerk to being genuinely a nice person.


Music

The soundtrack so far is amazing ranging from light and soft musical tones for outside exploration as well as dark and ominous tracks for the inside of a forgotten temple. Each chosen track fits the environment that it was chosen for.

Sound effects are also well crafted and VERY creepy at times. Seriously you slap on a pair of headphones and tell me you didn't get creeped out.

When it comes to battle themes these are heavy and operatic in which could fit even Lost Odyssey like the combat resembles.


Combat

Remember Final Fantasy VIII where you did more damage by hitting "X" at just the right time? How about hitting "A" in Lost Odyssey when the two circles overlapped one another? While it isn't a new concept Numina uses it in order to make its battle theme more interactive instead of simply hitting "Insert your key here".

If you hit the key at just the right moment when the circles overlap your character will deal more damage. Unlike Lost Odyssey however Numina takes this a step further and does the same for defense as it does for offense. Hitting the key at just the right time will reduce the incoming damage in which you'll want to do as it obviously adds up quickly if you aren't paying attention.


Other

Stardust are not really worried about pulling their punches. Unlike Tumbling Apart however I didn't "lose my shit" as the situations were a bit different but people die left and right from both crazy zealots as well as illnesses. They also make you feel for some of those that don't make it as they are much more than throwaway NPCs. The writing so far has been very well done and I quite enjoyed toying with the main character by sometimes siding on the side of logic while other times pretending that I was nothing more than a figment of their imagination.

Final Thoughts

Numina is a title that's worth keeping an eye on. Between the battle system that keeps you more involved than the standard affair and the story that moves along at a decent pace there's a lot to look forward to especially with the awesome music that accompanies all the above.

If you want to see more head over to Stardust's Facebook or Numina's profile on rpgmaker.net

Game Information

Platform:
PC
Developer(s):
Stardust
Publisher(s):
Stardust
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Demo available through website


Article by Pierre-Yves
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Sunday Bites - Gataela: An Early-Victorian/Steampunk RPG


Gataela: An Early-Victorian/Steampunk RPG is a title that I unfortunately missed while it was being Kickstarted. Having been both funded through Kickstarter and Greenlit on Steam, this Ottawa based developer has a Demo available on their site for anyone that would want to try it. This will be something to look forward to when it's finished.

Story

The idea behind Gataela feels like it could deliver a long and solid experience. Starting off working at a market stall it isn't long before you start to notice that things are not quite right. People are buying less and less because the prices keep going up. The merchants on the other hand don't have a choice as in order to buy the goods that they wish to sell they have to charge more as they themselves have to pay more.

Something isn't quite right with the situation and no one really wants to talk about it until you, Zack, set out to the nearby town after the merchant you work for letter's have gone unanswered and her shipment of apples have come to an end. While out on the road you get attacked by bandits though Zack recognizes the one in charge. Has someone's past come back to find him? Not wanting to sit around Zack packs up and heads out in order to find the leader of these bandits and a friend that followed them instead of you years ago.

Graphics

Visually, Gataela is a pretty 16-bit ish style that took me a few minutes to settle into because it's much prettier than the style normally is. It's not a bad thing and it allows for more detail to be put into the environments and the characters. I also love the designs dialog boxes and how they change depending on if someone is talking or being yelled at and the emotion bubbles that follow what is being said.


Combat

Combat is a turned based RPG style with a bit of a time limit imposed on getting the job done. Instead of the reverse that we are used to with Active Time Battles, you instead have so many seconds to act before the enemy does. If you take too much time, they hit you making you miss out on what was essentially your turn.

A little odd is that in order to attack the player must click on attack and then on the enemy they wish to attack instead of simply clicking on the enemy. The style works very well for items and such but attacking would be nice to see without that extra step especially when the clock is ticking.

Leveling up allows for the player to manually increase attack and defense with points that are granted. Both of these stats obviously increase how much damage and be done or shrugged off but it was neat to see in battle how much damage was being taken by the enemies. With a damage score of seven for example, seven damage would be taken unless they dodged or managed to deflect some of the damage. Each of these actions were clearly indicated and neat to see even if you wish they didn't happen. You have a combat to win after all!


General Gameplay

The menus are simple and clean to use. Raising a character's stats for example simply requires going into their status and raising either the attack or the defense options. Compared to the overall 16-bit like look that Gataela has for gameplay, the supporting hand-drawn elements hold great detail and are awesome to look at. I personally love having artwork for character portraits over in game graphics.

One thing that surprised me were the dialog interactions. In these cases you are presented with a time limit in order to select from a variety of choices that not only shape the type of person that you are but also the direction of the conversation. Rewards are given for speedy resolutions and obviously getting what you really wanted. Letting the timer run out is not recommended unless you want to see what happens.

Audio

Both the music and the sound effects complement the overall experience. The sound effects felt appropriate and fit the situations such as the sounds of punches were used when being punched in battle. There's a lot of that before you are granted your first weapon. The music on the other hand went the quieter route simply playing in the background. Even if you can be attacked by bandits the world itself with the graphical style feels calm and relaxing and the music helps to sell that point.


--

From what can be seen from the Demo, Gataela is already shaping out to be a great experience. Gameplay, character interactions, battle and exploration are all smooth and the dialog is well written. Now we just need to sit and wait for development to reach the end in order to experience more!

If you want to see more head over to Gataela's Website or either their Facebook or their Twitter pages.

Game Information

Platform:
PC
Developer(s):
Atemly Games
Publisher(s):
Atemly Games?
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
NA

Source:
Website Demo


Article by Pierre-Yves
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Sunday Bites - Tumbling Apart, an Adventure Horror RPG


One look at my last year's Game of the Year entries and it'll come as no surprise that I can highly favor an Indie developed experience over a AAA one. Not that I'm not a fan of AAAs, just that they can lack the same love and care that can come from smaller groups. Tumbling Apart even with a twenty minute demo that is currently available, is both an example of this and stands a good chance to meet my next GotY list. The only thing is, Goodnamehere, you owe me a Kleenex box.

We've all lost someone that we truly care for in our lives. Mothers, Fathers, Brothers, Sisters, Friends, Lovers, Cats, Dogs. Those that we hold close. Those that can comfort us when we feel like crap or when we've had a bad day. Even as close as hold onto them sometimes we have regrets. What if I hadn't said this, what if I hadn't done that, what if I had said or done that? That's what Tumbling Apart's main focus is. Following a man named Isaac, you experience a glimpse into his life during his sister's last moments.

Tumbling Apart isn't a super flashy high detailed graphic performance. In effect, it's being developed with an RPG Maker system and assets. The writing that goes with it? The atmosphere that they've set up? They don't need the super fancy graphics and what Goodnamehere have started more than hits the mark.


This is based off of just twenty of the first minutes of an in development RPG. There's still much more to come with modifications to the demo as well as its eventual release. Even with that being said. I cried. I cried hard as Isaac's sister McKenna's death hit very hard and very close to home. While I can't relate on the "how it got to that point" with something tragic having occurred a few years prior, I can relate on the loss. Even if it was three years ago often times it still feels like yesterday. 

After McKenna passes, after the funeral procession comes to an end, you are put back into control of Isaac. Now I'm honestly not sure if it was due to an un-optimization or if it was done purposely, but if it wasn't on purpose, it should be. Each step that he takes "lags". The environment only moves as he does. Each painstaking step he takes reinforces that hollow feeling that descends "once it's all done". Everyone else seemingly moves on with their lives and you are left wondering. Why.

"let me know if you need anything" 


"just call"
 
"we'll be there if you need us"

Some say it and mean it. Some say it because it's the custom. In either case, they aren't sitting in your shoes nor are they sitting in Isaac's shoes. Those that have are easier to relate to than those that haven't but if you've been there, you know exactly how it feels. The sorrow as this man walks through the graveyard is thick and easy to feel as he slowly takes step after step. It's easy with the setup to relate to, possibly more so for me because of the past few years, but it's easy as it is anything but rushed. There's time taken for each piece to settle in before moving to the next and if you've looked around a little bit? You know it hasn't been easy.


Tumbling Apart has some smaller details that can be overlooked but to find them? Makes things heavier as it shows just how rough the past few years have been for Isaac. Medical bills, pile of burning cigarettes, declaring that he'll start drinking less… whiskey at any rate. Locked drawers that don't matter since people don't visit anymore to keep medication away from kids. What was so bad that lead this brother and sister to this point?

That's to find out.

In twenty minutes I went through a roller coaster of emotions that only scratch what looks to be the surface of Tumbling Apart. I'm already hooked though and I still don't know what's under the hood. Tumbling Apart is supposed to be an RPG and those elements are not part of the given taste keeping some mystery to the whole affair. Will it be an RPG in the dialog sense of the word? Will be it an RPG with some combat against particular feelings and emotions? I honestly can't wait to find out. Above all else, Tumbling Apart is further proof that you don't need a high graphics budget in order to tell an amazing, and in this case sorrowful, tale.

---

Tumbling Apart by Goodnamehere is currently aiming for its Greenlight on steam. You can check out their Facebook Page or their Website for more information.

Game Information

Platform:
PC
Developer(s):
Goodnamehere
Publisher(s):
Goodnamehere
Genre(s):
Adventure
Horror
RPG
Mode(s):
Single Player
Other Platform(s):
Perhaps Mobile on further development

Source:
Demo linked by Developer


Article by Pierre-Yves
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Sunday Bites - A little something for your sundays

Video game development can be a world of its own either from large multi-million dollar companies to a few friends getting together in a garage or a room in a house. Regardless of where they come from, we cover them. Sadly there are only so many days and hours in a week. Most reviewing is done between Mondays and Fridays. So in order to not let certain amazing experiences fall through the cracks, we present to you, Sunday Bites.

Now these are not reviews and you'll never find previews from games further along in development or that we've gotten earlier in order to cover. Sunday Bites instead exists to bring you coverage of small demos and our impressions of what we think not unlike Balthazar's Dream and City of the Shroud that fit into this category and were Demos for Kickstarters.

They'll be small, to the point, and highlight where the product currently stands. Solo or joint development on a developer's site? Taken from a Kickstarter because they are trying to show it off? Or even once again sitting on a dev's site while they wait to be Greenlit on Steam while it's still a thing. Most of these are designed to give us a taste of what's to come and they'll be able to find a home here on Sunday afternoons.

That said, our first Sunday bite to showcase Tumbling Apart is coming in half an hour from Indie Developer Goodnamehere.

Article by Pierre-Yves
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