Oops I Beat a Few Games but None of Them Felt like They Could Hold an Entire Post by Themselves

Normally I try to do one of these posts after every game I beat but they all felt a little too short, or similar, to hold their own post so I basically stocked them???

Steam Header art for Terra Nil - Vita Nova update

Tera Nil (Vita Nova update)
Now I know what you’re thinking, “DO, didn’t you beat this at release?” and the answer is yes, but Vita Nova basically restructured the game’s goals as well as new maps and mechanics.

A screenshot of Tera Nil, showing the new animal requirement screen, all the animals are satisfied!

Because of that, I counted it as a “rebeat” and it was enjoyable to revisit a really relaxing game.

English Logo for the Switch version of Paper Mario: The Thousand-Year Door

Paper Mario: The Thousand-Year Door
I genuinely thought when I beat TTYD(remake) that I’d be able to go “Here’s a LOAD of thoughts” but honestly when I reflected, no, I don’t. “But DO, it’s a whole REMAKE surely you’ve got a lot to say?”, and sure, I do! But I don’t think it’d last more than two or three paragraphs.

A screenshot of Paper Mario: The Thousand-Year Door Switch Remake, as Mario and Goombella face an excited Koops who says "For real? No Kidding? Yes! Thank you so much! You won't regret this!"

Why is that? Because it’s faithful to the original, and not in a “Pokémon Brilliant Diamond/Shining Pearl” faithful, but like this back when I originally beat it and put some thoughts down:

if you have the GCN TTYD, and an easy way to play it, you can skip the Switch remake. This isn’t because the remake is bad but more that, it’s *incredibly* faithful but not in a detracting way like Pokémon BDSP was.

The big change really is OST, some minor QoL changes and enhanced visuals along with two extra superbosses.

Other than that, it’s TTYD! Which is great ‘cus TTYD is great! But also, you might not wanna drop the full price on it, be it for reasons about Nintendo’s actions or just, again, it’s the same game.

This isn’t to say I regret it, not at all! But it’s value for me was as someone who doesn’t have easy access to the original, and didn’t really want to emulate it was greater than it would be for anyone who can easily set up their Gamecube/Wii and play it (or emulate it.)

That all said, you NEED to listen to the OST! The whole thing is arranged and even has all new tracks, and they even gave every chapter a unique arrangement of the original standard battle theme

Chapter 1 (The “original” arrange)
Chapter 4’s arrangement

You can feel the Origami King’s sound team going wild with the OST. They even added in extra arrangements of themes that weren’t there before, such as giving Lord Crump a unique theme in Chapter 5 instead of reusing his Chapter 2 theme

This trend of new arranges comes in with bosses, as even the final boss of the Pit of 100 Trials has its own unique arrange, and is perhaps my favourite track in the game, but I’ll leave that as a link in case you don’t want to spoil that for yourself.

Other points with the remake is the visuals are fantastic, they took the direction of Origami King’s art style, and then applied it to the TTYD areas. In the concept art they even have physical examples of them using origami and paper craft to visualise how to translate them to the game engine.

A screenshot of Paper Mario: The Thousand-Year Door Switch Remake, as Mario and Koops look at The Great Tree, the area has a slightly polychromatic effect in the floor A screenshot of Paper Mario: The Thousand-Year Door Switch Remake, Mario and the Yoshi Kid up against the Atomic Boo. In the background is a balcony in front of a massive stained glass art of Doopliss and some Piranha Plants. A screenshot of Paper Mario: The Thousand-Year Door Switch Remake, Mario and a Conductor Toad looking at the raised bridge at the Riverside Station

And finally, the game gave us a retranslation of the original story and hell yeah Trans Vivian

A screenshot of Paper Mario: The Thousand-Year Door Switch Remake, Mario (but as a purple silhouette) talking to Vivian who says "Truth is, it took me a while to realise I was their sister... not their brother. Now their usual bullying feels heavier"

Logo and Steam Library header art for Balatro

Balatro
Balatro ended up in this list because it’s simple, though fun. Kinda like Vampire Survivors. There’s not much I can say about it. It’s single player poker, but cheating and is just incredibly addictive to keep playing that once I beat the 5 base coloured decks I had to go “I NEED TO PLAY SOMETHING ELSE”… and then kept playing it.

Anyway here’s my flush five of a kind, a totally legal move in poker.

A screenshot of Balatro of the player playing a "Flush Five of a Kind", all consisting of five 8 of Spades

Logo and Steam Library header art for Dorfromantik

Dorfromantik
“You can beat this game? It’s endless right?” and here’s how I categorised this as a “beat”

Unlocked all challenges and earned the first reward in each, I consider that a beat.

It could be argued that this is an endless game, but the rewards (and achievements) kind of make this something that is a tangible end point.

I’ve no other comments other than “It’s a cute little puzzler where you put down tiles to score points and try to earn more tiles, so you can keep building”. Cute and chill! Lovely when you need something relaxing.

Logo and Steam Library header art for Sonic Superstars

Sonic Superstars
I have a lot of thoughts about Sonic Superstars but at the same time I don’t think it’d hold a full post…

Okay, breathe in.

Sonic Superstars is a 2D Sonic game which was left to another team who weren’t the Mania team. The game wants to pump too many new mechanics in instead of smoothly, gating them behind a special stage that I personally feel is the worst in the entire franchise and then eventually requiring them in stages.

Sorry I got angry there let me calm down for a moment.

Sonic Superstars does not know what it wants to be, it masquerades as a Classic Sonic 2D game but plays like a modern 2D Sonic game similar to the Sonic Advance games and especially similar to Sonic 4 Episodes 1 & 2, as such it seems to struggle with its own identity and not really grasp what made those classic games fun, learning no lessons from Sonic Mania’s success and taking so many of Sonic 4’s failings. The level design has an over-reliance on poorly telegraphed obstacles and bottomless pits, so so many bottomless pits that it’s an issue even in the first zone, Bridge Hill. Jun Senoue has been forced to use his Sonic 4-esque synths and compositions which is one of his weakest musical qualities but trankfully that is partly tempered by Tee Lopes, Hidenori Shoji, Rintaro Soma, Takahiro Kai and TORIENA (who did my favourite track from Team Sonic Racing that I listened to so many times in 2019 that it dominated my “most played” for years, Bingo Party). Jun’s musical ability has moved on from the Mega Drive era, he should be allowed to make music he wants and not clearly forced to attempt to create music from that era.

But the biggest “sin” from Sonic 4 it took in? Every boss wants to be cinematic, every boss. Classic Sonic battles, hell even the Advance games, knew not to give extreme i-frames to a boss, to allow the player to go ham on the boss at great risk to themselves, be it losing rings or even losing a life. It’s simple risk/reward, the reward being beating a boss quicker, or feeling gratified that you could, and then scoring a greater time bonus. Instead Sonic Superstars will make you sit through the boss going through a lengthy wind-up, before maybe even putting the player at risk, before allowing the player the grace of hitting the boss once, very rarely twice. Before then playing the next wind-up animation and so on.

This is worst in the final boss where it is completely out of the player’s range in the background, leaving you to have to wait for it to bump a missile back at it from behind, but only one before it goes to the next attack animation where you can’t hit it. It then has the audacity after being defeated having a second stage that isn’t checkpointed meaning if you died you have to redo that first stage all over again. Why am I calling them stages? When both stages have individual phases where the attacks change etc. in them. But this is semantics, the fact of the matter is that almost half the time in this the boss is completely invulnerable and you have a time limit to deal with.

This design for bosses is at best boring, at worst frustrating, and always boring. 3D Sonic games have a similar “cinematic wind-up” problem too, but generally you’re doing something in that to build up to knocking the boss’ health down, such as say Egg Walker in Sonic Adventure where you need to damage the legs after it attacks to allow you to attack Eggman directly, all the while giving you reasons to dodge his attacks in the process. See also Biolizard, or Egg Hawk, or Frigate Orcan, etc. You don’t feel like as a player you’re being arbitrarily forced to wait because the game wants to fully run its animations first, generally. There are some serious examples of similar “just gotta wait a while” bosses in 3D Sonic such as Chaos 4 in Sonic Adventure or WYVERN in Sonic Frontiers.

The biggest reason I think I’m frustrated by all this is… Superstars has decent potential in there to shake up the classic formula and play itself, but it’s held back by so many factors that the reception means that SEGA absolutely won’t try again. Except the special stages, there’s no potential there forget them entirely.

At least I got to be a dragon

A screenshot of Sonic Superstars featuring Super Trip sliding down a water slide.

…Okay maybe Sonic Superstars could’ve been it’s own post.

And a vague mention, I didn’t beat it but I put a lot of time in to it so I have thoughts on it.

Logo and Steam Library header art for Loop Hero

Loop Hero
It starts out interesting, the premise is neat, before long it feels like you’re grinding for the sake of grinding while the game just scales itself tremendously faster than you as the player can. It just began to feel more like a job than a game, a pity.
Steam Next Fest banner

Some Steam Next Fest 2024 demos!

Steam Next Fest banner

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