Satisfactory – Take #2

A while back, I wrote a post on Satisfactory. However, I don’t think it was particularly satisfactory, haha, I’m so clever, wordplay. Okay, that’s out of my system. Anyway. I’m not super happy with how it came out. So I’m gonna give this a second shot, because Satisfactory deserves a more focused review.

What type of game is Satisfactory?

One of the things I’m the most unhappy with in the last article I did on this game is how I actually described Satisfactory, because I really didn’t. I think at least part of this is because Satisfactory doesn’t quite fit into any video game genres particularly well. While you could call a Automation game, or maybe a sim, it’s not really a sim of anything, and most of the elements in the game aren’t particularly… sim-esque. (For who does think Satisfactory is a Sim, please go run 3000 MW through 3 inches of cabling, over several miles, and let me know how well that experience matches up with doing the same in Satisfactory.)

Instead, I think Satisfactory might be closer to a genre of board game, the engine builder. Engine builders as a genre are mostly about building sets of systems to take actions and produce resources, all of which ultimately get turned into victory points. Most board games with this system have some sort of win-lose condition, but this isn’t present in Satisfactory.

But Satisfactory does have a lot of what I’d consider to be the hallmarks of engine builders. There are a variety of resources, and you turn them into other resources. As you progress, you get access to both new types of equipment, and more powerful/faster versions of the equipment you already had. This access is gated by having your current setup produce certain thresholds of resources.

Why is it good?

Regardless of what genre you want to put the game in, Satisfactory can be really good. The animations and models are incredibly polished*, the gameplay is smooth and satisfying*, watching conveyer belts spin up is enjoyable*, and I really like the semi-parallel tech trees.

*If you’re wondering what that asterisk is for: Don’t worry, we’ll get to that in a bit.

Lets talk about those tech trees for a moment, because unlocking them serves as both a combination of progression and tutorial. We’re mostly going to focus on the Tier progression tree here. There are several other systems in place that also unlock building items and craftable items, but they’re mostly sidegrades/semi-optional. Except for the ladder. I have no idea why the ladder is in the coupon machine.

Here’s how tier progression works. There are 8 tiers of research, and within those tiers, there are research goals. Once you unlock a tier, you usually unlock a few new structure types, the ability to see what unlocking the next tier will require, and the list of research goals.

As an example: I can work on unlocking improved logistics, or a jetpack, but neither of those will progress me to Tier 7-8.

At any given point in time, making progress on a tech tree is your general goal, usually requiring you to craft somewhere between 50-1000 of various different parts.

But the main gameplay of Satisfactory is building. And everything around the building is mostly designed to make it easy. For example, if you disassemble a structure, you get all the resources it took to build back.

It’s also fairly easy to switch between what you’re building, and you can look almost everything up in the in-game Codex. That’s right. No longer do you have to have a fandom Wikipedia page that consists of 95% advertisements and 5% the recipe for wood logs.

At the same time, the buildings themselves are fairly flexible in how they can be placed. You can run conveyer belts through each other, and also across things that you maybe shouldn’t be able to.

Look, the highest praise I can give Satisfactory is that each time I try to think of nice things to say about, I go boot the game up, play for 6+ hours straight, then go do something else because I’ve completely lost my train of thought. There’s a constant feeling of success and progress, even if you mess things up a bit.

Okay, nice things over. Lets talk about the somewhat… unpolished parts of Satisfactory.

The elephant in the room.

If I had been forced to guess how long Satisfactory had been out, prior to actually knowing the numbers, I would have gone somewhere between half a years, to maybe just sneaking up on two years. There are two reasons for this, the first being the combat, and the second being the multiplayer performance, and bugs. Let’s talk about the combat first.

If the combat in your game makes me LONG for Minecraft’s combat system, you’ve done something horribly wrong. Satisfactory has a combat system, but I’m honestly not sure why. From what I can tell, there are three or so types of enemies, all of which have larger more “Dangerous” versions of themselves. The dangerous is in quotes because every single enemy in the game can be dealt with in loosely the same way: Kite it behind something, and then hit it until it dies. Assuming you’ve unlocked one of the games two ranged weapons, you have the alternate option of “Stand far away and shoot it until it dies”. Lets actually talk about those weapons for a moment, because they’re awful. The entire weaponry array of Satisfactory consists of the pokey stick, the pokey stick that does more damage, a modified nail gun (which is the only one that comes anywhere close to fun to use) and the worlds most unsatisfying rifle.

Special shoutout to the rifle here as being the most joyless gun, both across real life and games that I have ever encountered. It both eats through ammo, which is a massive pain in the ass to make, has a laughably small clip size of 10 shots, and has absolutely no feedback/tracers/anything to make it clear if you’re actually hitting your target, or if shots are flying freely though the wind, and for all of that effort, it doesn’t seem to even kill things very well.

I can’t tell what the goal is here to be honest. If combat is supposed to be anemic to make us focus on building and other mechanics, why does every single resource node past a certain point have several of the higher tier enemies, who despite being dumb as bricks, also hit like a stack of them, and will force you to salty runback to where you dropped all of your stuff. If the combat and unlocks related to it are supposed to be meaningful, why do they all suck so much? It’s clear the devs already understand how to create gated zones with things like the hazmat suit and gas mask. That sort of thing is much more similar to the sort of game Satisfactory feels like it is, with the unlocks of various tools and equipment and options to make building more efficient and easier.

The thing is though, as much as I loathe the combat, it is vestigial. An annoyance when it shows up and rears it’s ugly head, but it can be ignored a good 95% of the time. The next big problem I have with the game can’t be.

Satisfactory, much like Minecraft, isn’t a game I would ever really play single player. This is because both games are about making things, and the purpose of making things, at least for me, is to show them to other people, and to see the things other people make. It also massively cuts down the labor needed, because while you’re working on optimizing iron production, your friend can be setting up a full oil refinery. I personally find exploring the world tedious, but some of the folks I was playing with enjoy it. Where there are required tasks that one person might enjoy, others like them.

All of which would be cool if multiplayer wasn’t quite as shit as it is.

“Bugginess/Stability” is kind of a weird metric. For me, the impact a bug has on my experience comes down to pretty much two factors (1) How often does the bug occur? and (2) What happens when it does? Something like Skyrim has a lot of bugs, but from what I’ve seen, they’re usually more immersion breaking then they are save file shredding. In my playthrough of Elden Ring, bugs themselves are fairly rare, but when they do occur, the game fucking crashes, and in a game where closing the game without saving is death, and death means losing all your experience points/currency if you aren’t able to get to where you dropped it, this is substantially more aggravating. I had one friend whose entire save file was corrupted and effectively died outside the door to the final boss, after 63 hours. A patch fixed that issue, and he was able to complete the game, but that’s the sort of thing that leads to an uninstall.

There are two bugs I’d like to talk about with Satisfactory multiplayer. The first is incredibly specific and straightforward: When you log into a multiplayer game, if you’re not the host, or if you’re playing on a Dedicated Server, there’s a pretty good chance you will show up with exactly nothing in your inventory. As a result, you’ll have to spend a fair amount of time running around and trying to resupply/reequip potentially each time you log in. Disconnecting and reconnecting won’t solve it, and there’s no easy fix. When I looked up this bug, I found bug reports and discussions to it that date back several years ago.

The second set of bugs are a set of bugs I’m just going to refer to as “Desync” bugs.

While I’m not a game developer, I do have a technical background, and enough knowledge to make a guess as to what I think is likely occurring to cause these bugs, and why I’m specifically calling them desync bugs. First, a brief and somewhat inaccurate crash course in one way multiplayer games work. You have a server. The server is the sole source of truth for information about the games state. Then you have clients. Clients send information about what the player is doing to the server, and the server sends world state information back to the player. Because moving things, even across the internet can only go so fast, many game clients use various tricks to make things look instantaneous, or have the game client attempt to predict what will happen in order to give a smoother experience. When the client and server can’t talk to each other fast enough, for any number of reasons, you get latency, AKA lag, AKA the server is delayed in processing client inputs and sending the client information. I’m pretty sure these bugs aren’t lag, because they happened to me almost non-stop even while running the game on the same machine I was running my dedicated server one.

Instead, there’s a second type of problem that can occur. Usually, the game server tries to send only information that the client actually needs. If the system is well designed, this will be information that is relevant to the player. If the system is not well designed, it might not do that quite as fast, or it might not refresh certain information at the rate that might be desirable. For example, loading in that the player has walked directly into a cloud of poison gas.

And because the server is the sole source of truth, the client can send instructions that directs the player into situations where they take damage on the server, before the client receives that information. To the player, it seems like they died to nothing, because the state that the server was in did not match the state of their client. This is desync.

And it is fucking everywhere in Satisfactory. Sometimes its just annoying, such as with how every single conveyer belt in the game displays what it’s moving inaccurately, and how trying to grab things off them is a complete crapshoot.

And sometimes it will just fucking kill you, because you walked into the aforementioned poison gas. Or alien bees. Or radiation. Or a pack of angry spiders. You can see where I’m going with this.

Bugs are not inherently a reason to rip on a game. They can be a reason to avoid the game until it patches, like I’d currently suggest with Elden Ring, they can be a amusing nuisance like with Skyrim. But in the case Satisfactory multiplayer, they are a massive pain in the ass that actively interferes with the games gameplay loops and feel, and many of these issues have remained unfixed for years at this point. One friend who I had played with was shocked at how little had changed since the last time he’d played the game, about 3 years ago.

Early Access isn’t an excuse to ignore multiplayer performance, and frankly, there’s zero evidence that server performance will ever be fixed. They’ve had 5 years to do it, and they haven’t. I don’t see why I should believe they’ll do it in the next 5.

TLDR/Wrap-up

As a single player game, it’s an incredibly satisfying engine building/factory construction game of optimization and improvement, with a vestigial combat system, and some unimplemented features. As a multiplayer game, it’s all that, but with some exceedingly aggravating bugs that offset much of the games polish and design, in exchange for being able to untouched wilderness into a something resembling if MC Escher was tapped to design an Amazon warehouse with your friends, and the fun you’ll have is directly proportional to how long you can all go as a group before one of you snaps and quits to go back to a game that doesn’t wipe your inventory every time you try to log in. If this interests you, it’s out for PC on both Steam and the Epic Store at $30 a pop.

Kirby and the Forgotten Land

Kirby and the Forgotten Land is fun, but I wish I could play the challenging parts without beating the game first.

Kirby and the Forgotten Land is fine. But even though I just finished the game, I don’t really have any strong feelings about it. I think if you’re looking for a fairly relaxing 3D platformer, or are newer to video games, Kirby would probably hit the spot. That said, if you don’t play Kirby and the Forgotten Land, I couldn’t really make a strong argument that you’d be missing out on much.

Kirby games are generally fairly easy*. I don’t think this is a bad thing. Kirby is Nintendo’s entry level franchise. Making a game that everyone can beat, but still feels fun to play for both folks who might be picking up a controller for the first time as well as jaded freaks like myself is a tough balancing act. If you want more insight into that sorta thing, I suggest you check out this article from the Washington Post, with the creators. Even how the game handles detection isn’t straight forward, and is built in such a way that if an attack looks like it should connect, it connects! Which is brilliant, and clever, but still easy.

*Many Kirby games have post-game content in the form of boss rushes/time attacks/etc. These are NOT easy.

This writeup is about Kirby and the Forgotten Land though. So let’s get the bit of this article were I describe game mechanics verbatim over with, shall we?

In Kirby and the Forgotten Land, you play as Kirby. Like most Kirby games, the primary mechanic is being able to swallow up enemies, and copy their abilities. Unlike most Kirby games, the game is the first true 3D entry in the series. You don’t quite have the ability to jump/float infinitely, as it would break most of these 3D maps. Compared to something like Amazing Mirror, the game is incredibly linear, taking place over a series of levels played in order.

Each level has 5 mini-objectives, and two main objectives that are always the same. Objective one is to complete the level, and objective two is to find hidden captured waddle-dees. Usually the waddle-dees are in some sort of hidden area off the main path, or in something that needs to be destroyed. Objectives 3-5 are usually to complete some sort of additional task, and while these start out as hidden, each time you complete a level, you’re given a hint about what these extra goals are.

By the time I completed most levels, I had found 8-9 of the 11 waddle-dees. Beat enough levels, and you’ll reach the boss. Actually unlocking the boss does require that you freed enough of the waddle-dees from earlier, but I never actually had to go back to replay a level. I always had enough waddle-dees anyway. Beat the boss level, you unlock the next world.

Let’s talk about the bosses. They’re solid. Like most Kirby games, there are mini-bosses, which are fairly easy, and main bosses, which are the only places in the game I died. They’re fun spectacles and are somewhat challenging.

Outside the main game levels and the bosses, there are a few more activities. There’s a home town area that gives access to several mini-games, which I never played. There are also side areas called treasure roads that serve as time-trials/skill checks to get currencies to upgrade your abilities. I played like two of these, and then decided I didn’t care.

Complaining about Kirby being a generic video game is like complaining about Lord of the Rings being generic fantasy. Kirby is meant to be an easily played and approachable game, with a certain level of challenge and depth offered in the post game for more skilled players. As I mentioned in the intro, it’s not like it’s easy to make a game anyone can beat and feel good about it.

But with that said, I also don’t have strong feelings about it. Kirby and the Forgotten Land doesn’t offer anything I haven’t seen before, or seen at a similar level of polish. It’s a new Kirby game, with all that the series entails, including bright and colorful visuals, a story that takes a surprisingly dark turn in the last 90% of the game, and a final boss that looks like it belongs in a JRPG.

If you’re newer to gaming I think it’s a really solid place to start. Not because it is easy, but because it’s well designed. It’s good training ground for a lot of the habits and ideas that could serve well playing other games. Kirby and the Forgotten Land is $60 for Nintendo Switch. It’s a fine 3D platformer, with a fair amount of content and side objectives, but it doesn’t redefine Kirby games, and outside of the boss levels, there wasn’t anything super memorable about it. I don’t dislike it by any means, but I don’t feel passionately about it.

Post-Script: So after finishing the game, and dying a bunch in Elden Ring, I went back and decided to play the post game. It’s much harder and could best be described as a remix of the base game. It takes sections from each world, compresses them into a single level with juiced up boss fight at the end. Then it adds extra enemies to each section. It’s a lot more fun and interesting, because it isn’t as easy. I appreciate that it’s there, but I wish there was just an option to start with this version of the game.

TLDR: There’s a harder game mode, but you have to beat the game to unlock it.

The Cruel King and the Great Hero

Ed Note: We requested and received a review copy of The Cruel King and the Great Hero from Nippon Ichi Software.

The Cruel King and the Great Hero is a a turn based RPG by Nippon Ichi Software. It has a beautiful story book art style and the story is solid. With that said, I’m on the fence about recommending it. The mechanical aspects of its combat system sit somewhere between “Unfun” and “Rudimentary.” This isn’t helped by the game’s random encounter system, and early to mid-game world traversal.

The game starts out with Yuu, the main character, living with her father, the Dragon King, where she trains every day to become a hero. We learn fairly early on that Yuu’s actual father was a hero who traveled around defeating monsters. The details on how she ended up in the Dragon King’s care are fairly hazy, though they do get fleshed out by the end of the game. While training, the stick that she uses as a sword breaks, and the Dragon King suggests she go to the nearby monster village to get a replacement. This means traveling through the forest, which is populated by dangerous monsters that will attack her. After defeating monsters and visiting the village, she gets a new sword.

After this the game opens up a bit. I won’t go into great detail to avoid some spoilers, but the general structure is “Someone has a problem, Yuu volunteers to help them, they join as a party member, and Yuu has to go to a place to do a thing.” A majority of the game follows this structure, prior to the climax and finale.

The localization is generally solid. There was only a single quest where it fell flat.

But it does bring us to the point I want to talk about the most: the game’s combat and RPG systems. Let’s talk about the RPG systems first, because there aren’t many. You have a maximum of up to two party members at any point in time, consisting of Yuu and one other character. Prior to reaching the climax, you have no ability to choose who is in your party. The game has a level system, but there are no choices related to leveling up, or character customization.

The closest thing to customization lies in the equipment. Each character has 4 equipment slots, a weapon, an armor, and two accessories. However, I never found two weapons the game that were equivalent but with different abilities. Every new weapon was just an upgrade. The accessories are the actual customization, but even then, I used the same 4 accessories for more or less the entire game (the accessories in question were two that auto-healed each turn, one that made guarding reduce damage even further, and a stat stick that increased speed and damage). This is really the extent of character customization.

Having covered the RPG elements, let’s talk about combat. Combat is basic. You have health and energy. There are a variety of status effects, but they follow fairly standard RPG tropes. Energy is used to perform special attacks. For abilities, (if I recall correctly) prior to the final boss, Yuu had 7 skills, of which only 5 were really relevant. More on that later. These 5 could be summarized as: Heavy Attack, Fast Attack, Conditional AOE, Protect Ally, and Heavy AOE. My other party member had 4, which could be summarized as: AOE and Team Buff, Self Buff, Single Target Damage plus Status, and Heavy AOE.

Each character also has a normal attack, and a guard. The guard is the only part of the combat system I have any actual praise for, because guarding restores extra energy, making guarding vs attacking an actual meaningful choice.

These two raccoons are about to be absolutely flattened.

The problems I have with combat are multi-layered, so let’s go through them. I mentioned above that there are conditional multi-attacks. These attacks will only hit enemies if they are lined up correctly. The problem with these attacks is that enemies never move around in combat. There is also no way to move them around. That means these attacks are only useful when enemies just happen to show up in ways that are convenient. Of the 3 potential party members, only one had access to non-conditional AOE, and so was the party member I brought with me when I could choose. Remember: you can only have one other party member.

The boss fights are the only source of real difficultly I encountered, and they don’t feel particularly fair. There were two instances of frustration I encountered. One was around the middle of the game. In that fight, the enemy used an attack that would do about 100 damage. Unfortunately, the max HP of my characters was respectively about 120 and 70. So if I ever let myself go below max, there was a non-zero chance I would get wiped by a random attack, with no telegraphing.

The other situation was the final boss fight. While I only failed it once, before returning to clear it, that first failure took around 45 minutes, and the second attempt took around 30-40. It is simply not a fun fight. Bosses are not affected by status effects, even temporarily, so the only real strategy devolved into “Make sure that they can never do an attack to kill both party members at once, and spam healing items.”

Combat just isn’t fun. Characters don’t have enough attack variety to keep things interesting, or exciting, and tactics for any encounter almost always boiled down to “Spam big AOE attacks, and hope you kill them first.” I used the word “rudimentary” in the opening paragraph, and I really mean it. The combat structure feels like it was copy-pasted from a default RPG Maker project.

All of this would be less annoying if combat wasn’t such a large portion of the game. Almost every quest and sub-quest involves traveling from point A to point B, with random encounters along the way. And while there is an item you can use to “prevent” encounters, I’m not convinced it actually works. At the very least, it doesn’t quite work as described.

Since we’re on the subject, let’s talk about traversal. Traversal is my other big gripe with the game. Yuu moves incredibly slowly. For an idea of how slowly, let me tell a story. Early on in the game, you get access to an item that lets you return to a hub zone. Later in the game while doing side quests in the ice zone, I found myself using this item often. This was because it was faster to complete an objective in the ice zone, warp back to the hub zone, walk to the teleport near the hub, and then teleport back to the ice zone, rather then just walking from one part of the ice zone to another.

But despite all this, I did finish The Cruel King and the Great Hero. I won’t lie, part of that is because I had a review copy, and I refuse to write a review of a game I can’t finish. Which is why we don’t yet have an Elden Ring review.

But the other reason is that the story is good. It’s a curious and compelling take on story book tropes. It’s not subversive, and it’s not going to win a Caldecott award or anything, but it’s generally comfy and interesting, and the story incredibly well accompanied by the art. The game’s side quests and writing all feed into this, making the end result feel like reading a set of children’s books.

Speaking of which, let’s talk about that art for bit. It’s great. I love the painterly feel, and the general soft tones. The animation is good. The UI elements are clear and crisp. The game absolutely nails a theme and feel, and that’s supported by the music. It’s just unfortunate that so much of this incredible art and comfy, if simple story, is left to carry the weight of a mediocre paint by the numbers RPG.

And those are pretty much my thoughts on The Cruel King and the Great Hero. A solid 9/10 for art, music, worldbuilding and tone. A 6/10 for passable mechanics that aren’t bad, but do nothing new, while not really offering interesting options. The game is $30 for Nintendo Switch, which honestly, seems about fair. If you want something small and comfy to play around with, and don’t mind dealing with a few aggravating moments, it might be worth picking up.

Human Fall Flat

QWOPlike puzzle platformer, good with friends, bleh without them. Bit pricey for what you get in my opinion.

Ed Note: Images are from the IGDB game press kit. You can tell because the characters pictured below are either blank, or some level of thoughtful creative outfit, and my custom character had a dick, and “Fuck Single Moms” written on his back.

I have been planning to write about Human Fall Flat for just about two years now. This draft has sat there, staring at me, patiently waiting for its moment to shine. Well, I’m dead out of energy to write about anything this week, so now’s your time to shine buddy. I’m gonna blow the dust off this post, and put it up.

Human Fall Flat is a cooperative, physics-based, 3d-puzzle game. And when I say physics, think physics in more of a QWOP sense than Half Life 2. As a single player game, I wouldn’t recommend it. As a co-op game, I think it can be a lot of fun with at least 3 players, and I have good memories of laughing my ass off while playing it with friends.

Look at all these tasteful, creative characters. Couldn’t be me!

This is because of how wonky the controls are. You move with WASD, and left/right mouse button correspond to grabbing with your left and right arms. This grabbiness is binary, meaning you can either be grabbing something, or not grabbing something, but there is no in between. In addition, while you “Move” with WASD, it’s less actual movement than it is making your small blob person waddle in the right direction.

All of this is deliberate. The main difficulty with many of the puzzles in Human Fall Flat is not the actual puzzle, but managing to complete the puzzle while having the acrobatic ability and dexterity of a drunk jellyfish.

It’s this combination of “The spirit is willing, but the flesh made out of marshmallow peeps,” along with the (usually) simple puzzles that made the game enjoyable for me. Trying and failing to make a simple jump is frustrating on your own, but it’s golden to watch your friend jump onto ledge, barely pull themselves up, and then get clubbed by a swinging log and sail into oblivion, all while listening to them curse over Discord.

Then it happens to you, and it’s a tragedy, but your friends are laughing.

This image is a pretty good summary of a lot of this game really.

All of this takes place across a wide variety of levels, with a pretty good smattering of goals and objectives. In my personal opinion, the earlier levels tend to be longer and more fun than some of the free DLC ones, but there’s a solid amount of content. By far my personal favorite was a level that involved piloting various types of boats, for a given definition of “pilot.” It would be more accurate described as “50% pilot, 50% hanging to the side of the rudder and begging someone to pull you up before you fall off and die.”

That’s really all I have to say on Human Fall Flat. As I’ve already noted, this is a game that really has to be played with friends. As a single player experience, I found it to be stale, and uninteresting.

The game is a bit pricey for what it offers at $20 a person, so my personal suggestion would be to wait for a sale before picking it up. I’d say $10 is closer to what it’s worth. The game is available on everything (seriously, pc, all major consoles, and phones for some reason) but doesn’t support crossplay as far as I’m aware, so if you and the gang do decide to grab it, make sure you all get it for the same platform.

If you still want to grab some copies, you can find it here for PC

Top 4 PAX East Games with Demos

Four cool things from the show floor that you can experience from the comfort of your own home.

So, you couldn’t make it to PAX. Perhaps you had other things to that week. Perhaps you had entirely reasonable concerns about the perpetual global endemic. Perhaps you were less than enthusiastic about the fact that ticket prices doubled since last time. Or perhaps you did make it to PAX but were working a booth the entire time.

Not to worry! I’ve compiled a list of four games that I played at PAX, really liked, and all have demos that you can go download from Steam. So lets jump in, shall we? Starting with…

Slay the Spire, with party mechanics and a metal vibe.

I like Power Chord. It’s a turn based roguelike, in which you control a literal band (musicians), on their quest to… look I wasn’t paying much attention to the story. I’m assuming you’re trying to kill the devil or something. The gameplay itself is very much like Slay the Spire, in that you have a deck of cards, and each turn you have energy that you expand to play them, and try to kill your opponents. Unlike Slay the Spire, your deck is contributed to by the members of your band. If that sounds interesting, you can click here to go grab a demo for the game on Steam, and here if want to just learn more about it. Unfortunately, it doesn’t have a release date just yet.

Perhaps turn based strategic gameplay sounds too relaxing though. In that case, next up we have…

I was gonna joke that the main character is named Turbo, but it turns out that’s actually his name, and now I don’t know what to put here.

Turbo Overkill is an entry in the boomer shooter genre, i.e., things like Doom, Wrath: Aeon of Ruin, and Ion Maiden. These games are shooters that went “What if shooting things was fun, you had more than two weapons, and our entire graphics budget for polygons was stolen?” I will note that as a general rule of thumb, I’m little skeptical of boomer shooters at the moment. This is not because I dislike the genre, but because they always demo really well, even when I end up not liking the game as much (looking at you Desync.) Regardless of my whining, the demo was a lot of fun, and you can grab it here. Turbo Overkill is currently available in Early Access, and the devs have said that it’s 30% content complete. If you want more info about the game then you can check out their twitter feed here, because I couldn’t actually find another website.

Perhaps you want something softer and lighter, or perhaps you think crushing AI is for losers. In either case, may I offer..

I don’t love the art style, but the gameplay is good. I think they were probably going for a sort of Touhou vibe?

Swapette Showdown is a head to head match-3 puzzler. Blocks rise from the floor, you swap them into rows of at least 3 to clear them, and send trash lines to your opponent. You also have special abilities based on the character you select. Something like Puyo-Puyo is probably the closest equivalent? Look, instead of reading my poor description, why don’t you just download the demo here? And then, if you decide you like it, or have questions, or can’t quite get said demo to run right on your ultrawide even though you played it on a TV at the show, you can click here to join their Discord and try to troubleshoot.

But perhaps you hate anything with anime eyes. Perhaps you think indie games should never go past two dimensions. Perhaps you should just humor me because I’m running out of convenient segues. In that case, try…

I get that the little cat thing is supposed to be cute, but something about it just rubbed me the wrong way. It has big Furby energy.

Dwerve is technically a tower defense game. You construct towers, and use them to defend. The reason I wrote “technically” is because it has a lot of non-standard tower defense mechanics. There is no end point to be defended. Instead when you get into combat, enemies will go right for your delicious face meat. Towers refund their cost when they get destroyed, and you’ll be expected to rebuild them. And finally, the game isn’t structured as a series of levels; it’s a world that you actually travel through more akin to something like Nobody Saves the World. It’s a really interesting blend, and you can play the demo here. The full steam page is here, the game’s site is here, and I’m kind of out of things to say about it. Oh, except that it does have a release date for the end of next month (31st of May) so if you do end up liking the demo, you won’t won’t have to wait long for more.

Anyway, with that final entry on the list, that concludes all I’m writing about for the moment. Not all I have to write about, because I have a second window up of things I saw/played, and I still have 21 more games I want to write about. I need to find a way to break that list down into convenient bite size categories.

I think the way you’re supposed to end these sorts of lists is to encourage people to fight with you on social media as a roundabout cover for getting more interaction, so yeah. So, hit us up on Twitter if you disagree with our list? Not really sure how that’s possible, but I’m sure someone will find a way.