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Some Steam Next Fest 2024 demos!

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This will be quick and sweet honestly, here’s some things in Next Fest I tried! I didn’t try loads but I only have so much time!

Dragon Hop key art with logo
Dragon Hop

So how was Dragon Hop?
This seemed cute so I grabbed the demo! It even let me make my own dragon from preset customisation options. I think it’d be neat if “colour” let you pick it separately from markings. It has the problem WoW used to with furry races the face deciding the the entire colour scheme before the new customisation system

A screenshot of Dragon Creation in Dragon Hop A screenshot of Dragon Creation in Dragon Hop

For some reason entering the game it lost my resolution settings and ended up in a weird windowed full screen (as I set it to windowed on the main menu). The controls are alright though it does feel a little clunky for the fact it wants to be a precision platformer, which is a pity. I feel off early on enough times to be completely turned off by continuing, but still, there’s a decent concept here and I hope the devs refine it.

A screenshot of Dragon Hop, the player on a hill looking up at platforms in the sky Yeah I ain’t going up there

Also when I quit to main menu it reset to full screen again :V


Gylde the Dragon key art
Glyde The Dragon™ (Official Site)

So how was Glyde The Dragon?
Amusingly, this isn’t a Next Fest game, it just got the demo released recently and I thought it was. STILL PLAYED IT THOUGH!

So this game is clearly inspired by Spyro, there’s absolutely no doubt about that.

Screenshot of Glyde the Dragon's title screen Screenshot of Glyde the Dragon, featuring the UI and some broken crates as the player looks around the area

Though it certainly has a lot more serious story to the intro than the original Spyro trilogy ever did. That said the demo clearly takes place on an area after the first major boss because you get this lovely animated intro setting the plot… and then an opening gameplay cutscene that’s completely unrelated to it other than Glyde currently can’t fly, that’s fine though it is a demo and I understand they probably wanted to leave as much of the open plot off it so players can just try it out. It was a little jarring though haha

The game runs pretty smooth but it did weirdly hitch every time I did a new animation… I’ll chalk that up to in development demo issues, because otherwise it honestly played how it expected, you run around as a dragon and instead of a dragonfly you have a little wisp called “wing” who will collect items etc… with an hack-and-slash style system for fighting??? I wasn’t expecting to get in game ratings like I was playing Devil May Cry! You also have health instead of Spyro’s (or Crash Bandicoot’s tbh) hit system

Screenshot of Glyde the Dragon, featuring the battle rating UI

Though audio balancing still needs tweaking, poor Voltraz was being drowned out by the waterfall behind him, Gylde wasn’t so absolutely just Voltraz’s lines being too quiet. It’s in development so I imagine they’re still tweaking that! But overall the sound design is pretty good, music flowing in to each area without sounding out of place. The demo area looked good and relied on stylisation over fidelity, which is always a good point in my book.

Screenshot of Glyde the Dragon, the player looking out in to a sprawling underground cave with lava and crystals

There’s also a decent variety on the dragons, which absolutely feel partially inspired by various dragons in media, though the names gave me a WoW vibe, but I’m not complaining. It’s nice to have these as dragons in the world though and not just Spyro’s “oop you rescued me! *disappears*”

Screenshot of Glyde the Dragon, featuring dialogue with one of the NPC dragons, Voltraz Screenshot of Glyde the Dragon, featuring dialogue with one of the NPC dragons, Chari, but named here as "Fire Dragon"

Here’s to hoping they hit their goal ‘cus I barely touched the demo apparently (2%… despite playing for over an hour) and they’re still going on Kickstarter (almost there!)

I had played the game enough to at least unlock an elemental form for Glyde and suddenly that UI in the bottom left made a lot more sense. There’s absolutely a lot of potential here and I’m excited to see more of it once it hits funding (because I think it might!)

Screenshot of Glyde the Dragon, Glyde currently in lightning form

The size of the demo means I’ll absolutely be coming back to this


Logo and key art for Stardust Demon
Stardust Demon

So how was Stardust Demon?
This was a short and sweet demo but it absolutely sold the game to me and I was already interested! resnijars have a visual style that honestly reminds me of Cave Story and Pixel’s work!

A screenshot of Stardust Demon, of a green creature speaking the the player character saying "Algol! Algol! I found something. You have to come over here! Scring scring!"

The music was also good to vibe to too! That all said maybe don’t have white enemies on white backgrounds?

A screenshot of Stardust Demon, there is a red circle around a barely visible enemy against a glowing white background. Text by the circle says "There is an enemy here"


Bō: Path of the Teal Lotus's key art and banner
Bō: Path of the Teal Lotus

So how was Bō: Path of the Teal Lotus?
I’m opening this simply: If you like Hollow Knight (or maybe Ori too?), wish-list this NOW. What I played of it reminded me of the meachanics seen in it including some emphasis on pogo-ing with your weapon and ricocheting projectiles, basically things I cannot get in the way I was taking screenshots BUT KNOW THEY WERE THERE.

The game is also gorgeous, the art team had done fantastic work and I had to not get too distracted looking at all the details in the scenery.

A screenshot of Bō: Path of the Teal Lotus The player stood in a clearing as a castle is seen in the background with some form of column of light coming from it A screenshot of Bō: Path of the Teal Lotus The player stood in by a tent in the shape of a samurai helmet. They're next to a small fire with a happy hat wearing NPC on the other side of the fire

Also there’s this creature

A screenshot of Bō: Path of the Teal Lotus The player stood talking to a two headed crow like creature, the spiral eyed black head, To, speaking to the player saying "Tis us! The previously foreshadowed misshapen creatures..."


HomeNaut's key art and banner
HomeNaut

So how was HomeNaut?
This was a really short demo, it absolutely will be a fun little puzzle platformer! It takes VVVVVV’s simple mechanic based puzzling except instead of flips it’s rotating your direction of gravity 90 degrees from your current position

It is cute though!

A screenshot of an early level in HomeNaut A screenshot of an early level in HomeNaut
A screenshot of an late level in HomeNaut

Amber Isle's key art and banner
Amber Isle

So how was Amber Isle?
When I watched Socket and Pocket of Hangry Hydra play through this on stream, I did compare it to Fantasy Life and Recettear: An Item Shop’s Tale. The zones and resource gathering specifically is what reminded me of Fantasy Life, with Recettear’s comparison just being well, Amber Isle also being a shop simulator. It does open up with a simultaneously limited but complicated character creator, but it’s okay ‘cus you’re gonna be cute!

A screenshot of Amber Isle's character creator. You can barely see it here, but you can have heterochromia! So I made this dino pal based off my hedgehog but I was being dumb about the options and got the colours backwards OOPS

The demo of what I played (it sadly can’t save) was pretty cute but also fairly tutorial heavy. This isn’t a bad thing, it’s just a point that unlike some other games with similar mechanics, Amber Isle doesn’t just want to make sure you get the mechanics but also slowly feeds them to you so that you’re just swamped with mechanics immediately. But it does early on pose the hardest question… what to name your shop

A screenshot of Amber Isle, of one of the NPCs presenting the shop to the player A screenshot of Amber Isle, asking to name the shop

So many people would take literal hours to decide this question. But overall it’s cute! I love the dino designs and I also enjoy the resource gathering, it’s absolutely got on my wishlist!

A screenshot of Amber Isle, the player hanging with Maple A screenshot of Amber Isle, showing the evening shift results of the shop

Prickle's key art and banner
Prickle

So how was Prickle?
There’s not much I can say about this! It’s a cute puzzler about being a hedgehog who collects their hoglets either directly or more! Music was cute, and so are the visuals. Not much more to it! You can turn on colours in an accessibility menu which is nice!

Other than that it does add in mechanics on an in-game season basis. The demo covers all levels in summer and the first set in autumn that added a new mechanic. Neat!

A screenshot of Prickle's title screen A screenshot of Prickle's accessibility menu
A screenshot of Prickle of solving a puzzle as it teaches rotation A screenshot of Prickle in the first autumn stage introducing pinecones

Of course my biggest disappointment of Steam Next Fest is often that these demos disappear. I understand why, especially for Stardust Demon for example, as it’s a v0.0.2 build, but it’s always sad for the more complete demos to disappear.

More games are doing demos before release again which is nice, but still not a guarantee, so I’m glad Next Fest at least encourages it, for a short time.

Well, time to wait for most of these to come out in TBC!

The Planet Crafter

Logo for The Planet Crafter
Steam Page (Press Kit)

(The) Planet Crafter is an open world survival crafting game with base building elements while you work on terraforming a barren lifeless planet in to a lush world that supports complex life. So… elements of Factorio, Satisfactory and other games like them but in a more casual player friendly way. Yes I mean it that way on purpose, I’ve seen what insane things some of you do in Factorio and Satisfactory.

Don’t get me wrong I have been interested in those games but they’re… a lot! Possibly a little too much for me! Meanwhile Planet Crafter breaks down it’s end game point in to a simple thing for you to track, “Terraformation Index” which as it progresses unlocks blueprints to help you further that goal. This index is then broken down in to the global values for atmospheric oxygen, temperature, atmospheric pressure, and a few stages along the planet’s total biomass which all also have unique blueprints to unlock as well.

This builds the game’s loop:

  • Collect resources to construct items that raise those metrics
  • Those metrics unlock new items to construct
  • Find the new resources you may need and construct those new items
  • Gradually build machines to take some of that work load

Gradually building up your base while you do it.

A screenshot of Planet crafter, pretty early in the game

Eventually your machines and goals become grander and grander as your require more energy, more space, and more resources. You even launch satellites in to space! Though I have a tip, they are tangible and don’t launch three at once, or do, it was funny and didn’t actually give any kind of penalty for doing so.

A screenshot of The Planet Crafter where there are three rockets firing off against a cliff tangled with one-another, instead of going to space

It’s an engaging loop honestly. Especially as I was suffering from concrud and just needed a relaxing game to push through it (and couldn’t pick up Paper Mario TTYD for the Switch ‘cus I didn’t want to give it to my relatives ‘cus I had to get it sent to theirs). That said I do have some criticisms.

There’s only one map. While you can choose your starting point it doesn’t really change much once you’ve played once ‘cus you have a rough idea of where things are. Now there are spoiler reasons having a single map works here, but those spoiler pieces are effectively set pieces and can be moved around where needed. It would be neat to have at least a few handful of maps (not even be procedurally generated!) so that there is more incentive beyond challenging yourself to replay the game, especially given you can get all (at time of writing) 55 achievements on a single play-through, I know I did!

A screenshot of Steam's UI showing the player having 55/55 achievements for The Planet Crafter

If it is an issue with spoiler reasons, then maybe have those new maps unlock on clearing the game. However the game is recently past 1.0 and they’re still working on the game (I got it just after they added explosives in 1.0.3) so maybe this is a consideration Miju Games already have.

We’re also thinking about DLC, like new planets to explore, but that will take a little more time.
From news post: Thank you for an amazing 1.0 launch!

Oh, guess they are!

A few of the machines to automate resource collection actually come along later than you expect because of how slow some of the terraforming factors increase. As a repeat player now I’d know to focus more on that factor to get access to the ore extractor sooner, but on a first time play it’s very easy to fall in to the trap of focusing on oxygen and heat. That’s a rookie mistake, easy enough to not repeat the same mistake later.

However automation of getting those items from A to B comes a lot later in the game with some pretty intense requirements, so because I was used to just lugging myself around I hadn’t even bothered to check out drones worked until I went to get the achievement and realise I was shooting myself in the foot for the latter half of the game because there was no steering, other than an achievement, really to try using them. A lot of other resource gathering and base building games would have some rudimentary automation at this point, usually conveyor belts, so some kind of “dumb” but cheap way to move items before the attentive drones that can easily work out how to move items without a set path, that way you’re primed for the better automation later.

Speaking of automation, there’s no indication that ore extractors at certain points on the map can extract specialist items there until you have at least T3 level of mapping. The base extractor literally just says “Automatically extracts ores from the ground” and an improvement to that literally will make that obvious would be to add on to the end “can extract some rarer ores in specific locations”. It doesn’t tell you where it can do that but it would incentive the player to go “wow there’s a lot of sulfur here, I wonder if the ore extractor would pull more sulfur here?”. Even the final upgrade doesn’t make this clear, “Extracts any ore from the ground depending on the user’s selection.” is incorrect, because there are ores that you need to specifically place the extractor for it to collect those ores, which again could just be fixed by just tweaking the wording to “Extracts a specific ore from the local area depending on the user’s selection.” because it still retains that “okay there’s certain ores that need this item in those locations and not next door to my base” ‘cus trust me unless you’ve built your base somewhere weird, the extractor is not gonna be digging up uranium at your base.

For some reason, of the three biomass categories, insects takes a long time to build up and kind of stifles you TI for a little while, and the satellite to boost it’s rate is locked behind resources you probably don’t want to shoot off in to space. Plants go pretty quick, as do the non-insect animals (fish/amphibians/mammals), but insects are so slow in that regard that it meant it took a while for for me to get some of the animal related structures I needed. One could argue “rookie mistake” again but I don’t think it completely was as I think on a repeat play-through I’d be doing the same desperate search for an “uncommon larvae” to try to get my insect biomass going ‘cus common larvae were pointless at that moment in time as even with my plant output I’d reached insect stage significantly before I unlocked the Butterfly Dome that would’ve made common larvae worthwhile.

That all said, it is still a game I enjoyed a lot and typing all this out I’m still thinking of doing a second playthrough now I’m familiar with the game’s mechanics. But also now I’m well I have to put my time in to other things, like art, catching up on my Obsidian journal, and typing up that Confuzzled recap, y’know. Not base builder things.

It also gave me the itch to play No Man’s Sky again due to it’s similar base building style, except that would be a lot more of a play-through than a maximum of 48.4 hours that a rookie run of The Planet Crafter took :V

I did think my final base was pretty though. A mess, but pretty!

A screenshot of The Planet Crafter at the end of the game, the player looking down on their complicated but colourful base

Quick Pre-CFz Game Clear Round-Up

So in-between Confuzzled badge coms I was doing quick game clears. I.e. games I could just put a short amount of time in to with each session, ‘cus that way I didn’t go completely nose to the grindstone when doing the comms!

Sonic Robo Blast 2 Kart

Title Screen for Sonic Robo Blast 2 Kart, featuring a chequered flag background with the logo above it
SRB2 Wiki

Like I’ve known people were playing this forever ago, but with the release of Dr. Robotnik’s Ring Racers I figured I’d finally give it a try, and I found out all the tracks give medals for doing decently against ghost data so suddenly this became a game with a clearable state beyond just doing time trials. Not played online though but I’d be trounced.

I did after this give DrRRR a try but it’s just so many buttons my head did not like it, maybe I’ll come back to it later but for now I’m good.

Vampire Survivors: Operation Guns

Logo and key art for Vampire Survivors: Operation Guns featuring from left to right: Lance Bean (from Contra), Zi'Assunta Belpaese (from Vampire Survivors) and Bill Rizer (from Contra)
Steam Page

Ha ha, contra go brrrrrrrrr 🙂 Of course we all know the real reason to get this DLC

A screenshot of the announcement trailer of Vampire Survivors: Operation Guns, featuring the silhouette of Brad Fang in front of a full moon.

A screenshot of the announcement trailer of Vampire Survivors: Operation Guns, featuring Brad Fang pointing his gun arm somewhat towards the viewer with his tongue out like a dog when they're hanging their head out of a car.

:3

Somewhat (Extremely) Hungry

A partially transformed vampire hedgehog/bat looking at the viewer with bright glowing eyes while the rest of them is barely visible

Extra alt versions

Someone (you) picked a bad night to be out! Someone else (me) is somewhat hungry!

Pay no attention to the lack of words from the overly instinct driven hedge… bat… hog. Maybe you should run? If you can!


The grey version was an accident, I changed a folder property and liked how it looked honestly!

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Bloodier alts
What’s a hungry vampire without blood?

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