Witchspring R

Began: 4/10/2025 (but most progress made 5/11 onwards)
Completed: 5/21/2025
Playtime (62/65 achievements): 44.8 hours
Purchased during the Autumn 2023 sale.
Going into this, my impression was that this game is like the Atelier series. I suppose aesthetically that’s true, but there’s more a focus on stat growth (and character growth as part of that) and less item creation.
The game… is cute. Pieberry’s voice gets kinda grating once you get to the point where you’re running around grinding items via quick hunts, but that’s kind of my fault for getting to that point. I like the art and model style, the story was sweet and I’m glad it has a happy ending for almost every character. I can absolutely see where it connects to the other games in the series. (I’ve seen people who dislike the romance subplot because of the character and how he acts at the beginning, but now that I’ve seen it what I’ve concluded is that those people are moral purists and they better not have been wrong or rude or mad ever in their life.)
The combat was also a lot of fun! I played chapter 4 onwards on hard difficulty (and before that normal for mobs, but hard for bosses) and while it still wasn’t difficult, I liked how much complexity you could glean out of it, from the spell modding system to weapon swapping to hp attacks and blessings and skill effect chaining, and Black Joe’s item mechanic (I also liked jacking Peanut Shark to 285% attack and dropping nukes on my enemies). I also enjoyed the pet summoning system and how that opened up even more combos, even if the whole “knock to 30% hp and mind control” thing gets a bit frustrating due to how the game also encourages stat growth.
I guess my main issue was how underwhelming difficulty felt. In another game, Normal difficulty would actually be Easy. Hard feels like the “intended” difficulty — that’s when you start getting more complex attack patterns and (may, didn’t need it for the final sequence lmao) need to use some defensive strategies. Also, it felt like hp was by far the most impactful resource. Not only was it just easier to obtain than defense and agility, the other two “defensive” stats, a lot of bosses, especially early on, felt like they required a minimum amount of health that couldn’t equivalently be overcome by investing that time in another defensive stat. If an attack dealt 800 health, it felt more worthwhile to hit that threshold than to reduce that damage. But maybe that’s just me.
I’m still missing 3 achievements for the White Wood weapons as well as Weapon Master. I’m not really sure what I’m missing for Weapon Master — it could be that NG+ exclusive weapon, or it could be getting the other two achievements? I’m not sure if it’s possible to have all 3 weapon paths even on NG+. Supposedly 10% of those who played the game have this achievement though, so I’m not sure what I’m missing, and even the forums aren’t much help. Oh well, I’m not a 100% completionist anyway… but I might do some NG+ at some point. The game is fun enough to earn a return.
Oops. Oops. I started typing a set out a couple months ago and just never got around to finishing it. Also, I joined a static for the savage this FFXIV raid tier, which is eating up a chunk of my gaming time. Not that I mind, I really am enjoying the experience, but yeah, that kind of commitment is really affecting my already-tenuous will to play other games. 7.25 is releasing Occult Crescent and the Mamool Ja quests in a couple weeks and that’s also going to eat into even more time. Oops. Anyawy.

Poptropica Adventures

Began: 3/7/2025
Completed: 3/7/2025
Playtime (all museum exhibits): ~2 hours
Played through Retroarch for the achievement integration.
I mean, it’s a DS game of a kids game, the expectations are somewhat in the floor here. It’s really short. There’s only “four” islands, but in reality one is a hub so there’s only actually three of them. And those islands are also short. I have a better feel for the length and scale of Poptropica islands than when I was a kid, and I actually did replay bits of Poptropica semi-recently, but even then these islands are really short and mostly get their filler from the handful of minigames. Every island also has a museum exhibit, and you get 100% completion there by completing every sidequest.
The minigames weren’t that good, either. The most tolerable one was the “racing” minigame, where you basically just jump and duck to dodge obstacles. There’s also a climbing minigame where you also have to dodge obstacles from the top, and a pipe maze minigame, and those were unremarkably fine. My absolute least favorite one was the one where the NPC throws out objects and you have to either dodge or intercept them to win, and you can only miss so many times before you lose. The movement was so incredibly floaty that I hated every moment of it. Then there’s the maze, where you use the touchscreen to drag your boat/ship/whatever to the edge and avoid both obstacles and the walls. That one wasn’t bad… except that Astro Knights Island had you complete the minigame every single time you went between Earth(?) and the planet hub, and vice versa. And you were required to do that multiple times. I think I had to play it 8-10 times? Really not fun. And then if you’re trying to go for the 100% RetroAchievements set you have to beat the high score for 5 minigame arcades in the postgame, and I gave up because I do not want to do the dodging minigame ever again.
Overall… I don’t recommend it. Maybe if you’re under the age of 8 and are a kid in the late 00’s and are at the end of the licensed GBA/DS shovelware era, it’s a neat little distraction, but that’s kind of a small niche now.

GNOG

Began: 3/22/2025
Completed: 3/22/2025
Playtime (100% achievements): 1.7 hours
Bought via the Humble COVID-19 bundle in 2020.
A little game about solving little boxes. The puzzles themselves are fairly simple and straightforward, with only a couple things that were a bit confusing. I mistakenly thought this was a platformer for the longest time, until I was going through my list of owned games and marking what genre they were and learned this was a puzzle game.
Honestly, I feel like I didn’t play this the way it was intended. It calls itself a “tactile” game, but I played it with a mouse which inherently doesn’t provide tactile responses, and I imagine a proper controller could have used vibration or that thing on the DualSense controller where triggers have some resistance to being pressed. I also noticed there was VR compatibility, which probably would’ve gone further for making the game more appealing visually.
Even aside from that, though, I thought it was lacking. I got the impression that this is more of a toy than a game, something more about showing off the capabilities of a technology than a game strong on its own merits. It’s like the tech demo aspects of Astro’s Playroom. …Except that I didn’t engage at all with the technology. Also, I didn’t vibe with the aesthetic style, which is fine, but it also felt… childish? Like it’s focused on providing mental stimulation but not providing depth. Which is approximately the opposite of what I want from a puzzle game, but then maybe this wasn’t intended to be a puzzle game.

SKYE

Began: 5/1/2025 (technically 6/22/2020)
Completed: 5/2/2025
Playtime (11/17 achievements): 2.3 hours
Free on Steam.
A chill flight exploration game. I originally played this in 2020 and stopped after a few minutes because the performance was really bad on the laptop I had then.
The story is pretty much just an excuse to have a couple objective-based flights. The game is really all about flying around. And it is some nice flying! It’s still nothing compared to the likes of Wii Sports Resort, which has a lot of visual variety - the island here consists of grass plains, a few villages, and a couple landmarks - but it is still pretty good. The painting-like artstyle is nice, though it means the graphics needed to be set to the max to look good. I’m not good enough at making sharp turns for the two races, but flying on a more casual basis was fun and pretty relaxing.
Though… I’m missing 1 each of the telescopes and the targets, even though I’ve spent a good half hour just flying around trying to find the last ones. I really just don’t know where they are.
Overall, pretty neat. Doesn't completely fill the void shaped like Wii Sports Resort Island Flyover, but at least does something.

Strange Horticulture

Began: 4/15/2025
Completed: 5/11/2025
Playtime (100% achievements): 7.1 hours
Bought during the Spring 2024 Steam sale.
A puzzle game about identifying plants based on customer demands and plant descriptions, and unraveling a story surrounding Undermere and the appearance of a woman in a jade mask and a monstrous creature that embodies death.
Ultimately it’s a rather short and not that difficult game, but I really enjoyed it. The whole concept of closely evaluating plants to try and match them to their descriptions was a lot of fun. Same goes with the day hints pointing towards specific map locations that unlock plants essential for pursuing different endings. There are 8 endings in four pairs of two, which are unlocked by making a specific decision on the second to last day. Two sets are simply variants of a certain action on the last day, one relies on a longer-term decision, and one is the default. I believe you can unlock every ending path in a single playthrough but I didn’t do that the first time around.
Something I noticed narratively was how immensely limited your perspective is. Sure, there are the day tarots and the accompanying narrative there, but that’s it in terms of “external” perspective. You are limited to the knowledge you glean from others’ gossip and the things they want from you. Because of that, you’re less getting a comprehensive understanding of the world around you and more responding to events as they happen. It’s an interesting approach, but I think the worldbuilding suffers a bit as a result - it wants to evoke the feeling that I’m really “there,” but I still don’t have a great grasp on the world or the motivations of other characters, especially Thea, because I don’t have the lifetime of knowledge that someone truly living in it would. Hopefully the upcoming sequel will at least provide more insights into the setting.
Also, when I think of this game I recall that “woke games” list and how this game is apparently bad because a character’s mother took her daughter and fled from her abusive father. Like, wow. That’s all I need to know about those kinds of people and their ideology.

I’m still slowly playing through a different puzzle game, I swear. I promise the fact that I haven’t played it since mid-March doesn’t mean I’ve abandoned it.
Next Fest ended weeks ago but I wanted to finish a couple more games and then got busy for a bit. Oops. I think this time I intended to look around the RPG and Puzzle offerings, but in practice I mostly ran into the “decoration” subgenre, and also cooking RPGs. I saw the word “cozy” thrown around a lot as this year’s “chill” or “wholesome.”
Overall, this was a rather mixed outcome. Nearly all of the games I thought were great were puzzles or organization games. Granted, I didn’t get around to the Solasta II demo despite downloading it first, so maybe that would’ve been the demo to save the RPGs from the clutches of inadequacy.
However, the demos I did like I *really* liked. Followed and immediately on the wishlist great. Great enough to get their own category.

Fantastic

Is This Seat Taken?

A logic game about placing shape people where they want in various scenarios.
I liked this one a lot! It’s my favorite demo of this Next Fest. The game is very well polished and incredibly lightweight (a ~160 mb demo is peanuts considering I have a 26 gb demo). The concept of reading people’s requests and placing them appropriately, and possibly having to move them around in later parts, is enjoyable and executed well from the 6 levels available. They weren’t particularly difficult but I can definitely see how the difficulty will scale with request complexity. Usually games I wishlist during Next Fest languish there forever (unless it gets bundled somewhere) but if it’s reasonably priced for the amount of levels I might grab this on release.
The little dialogue segments and complaint quips are well written (and “A kid :(“ for someone going >:( is really funny) and convey information effectively while just being enjoyable to read. I am extremely invested in the little drama these shape people have with their tastes in seating neighbors. There’s a cute little story as well with Nat and Alexis.
If there’s any complaint that I have, it’s that it would be nice to have different shapes be different colors as well. It’s a bit hard to see which person I’ve picked up or am swapping on the fly. If color comes into play later though then the single color makes sense.

Kemono Teatime

I installed the demo because of the cute cover art and the promise of catpeople. This in the same “visual novel-cafe” subgenre as Coffee Talk. Most of your time is spent reading conversations, sometimes picking dialogue, and fulfilling tea requests. However, Tarte, who you play “as” for tea segments, is a full character with her own motivations and thoughts, not all of which are revealed to the player.
Kemonomimi pandemic… From what I can tell, there’s a pandemic where anyone who starts becoming a kemomimi has a limited amount of time before they either die or turn into a kemono, a beast that only has animal instincts. And this has apparently caused the death of 80% of the world population within a year? Which on one hand is terrible, but also, for a brief period of time you can have animal ears and a tail, so really how bad could it be.
I will say, though, it’s kind of peculiar that the game gives you the ability to select what items you want to get from Quiche and Scone/Jam but not only are there obvious right answers (ex. lemoncane needed in day 2, lemoncane and honeybee balm needed in day 3, pretty sure you needed berries+adept cookware for day 3, that anti-aging herb for day 4), Quiche’s options are randomized as well. My guess is that this is meant to give the game replayability? Like, fulfilling people’s orders perfectly unlocks more dialogue and might change the routes.
Also, there are ages in the character descriptions and I am just going to fully ignore them. There’s zero way Macaron is 12 years old. There’s no way Quiche is 17. I am mentally adding 5 years to everyone. Please do not have the 12 year old fully in charge of the kitchen and all the meals.
But yeah. The game is cute, has a nice artstyle and aesthetic, and has great sound design and worldbuilding. And then also throws in a heap of tragedy. I do not see this game ending in any way other than bittersweet, considering the 21 day time limit. I was a bit concerned about why there are so few NPCs, but now that I’ve completed the demo (5 days) I might know what they’re going for. Definitely keeping an eye on this.

Whisper of the House

The mouse controls are weird. I do not like having to pan with the mouse wheel held down. Hopefully the full version lets you change the controls.
Other than that, though, I really enjoyed this. It’s another Unpacking-like interior organization game, except that you’re not following the same person and instead operating a housekeeping service. You also get stuff to decorate your own house and display rooms that supposedly you’ll be able to share online. Basically it’s kinda like House Flipper but with less cleaning (so far). It plays fairly well, too - the room movement could be faster, but being able to rotate some objects in 4 directions provides a lot of versatility.
There’s also a twist in that you also gain access to time travel - you use it to go back in time and help unpack an elderly man’s belongings so the present day so he doesn’t pass away, and you prevent someone (you helped move in) from leaving her apartment (and then her friend moves in with her!) by catching the squirrelguy hoarder landlord living in a secret room. I think this is a neat mechanic with great potential.
Apparently, in a previous version, the hidden room in the first house belonged to the landlord, who hid in there to drug, forcibly dress up, and most likely sexually assault the female tenants living in the apartment - and which led to the disappearance of the girl you helped move in. They changed it into a hoarding squirrelperson for the version I played, and I agree with the change. The original goes too far for a cozy game. Like, “the person you helped move in was possibly sexually assaulted before you went back in time to stop the culprit” completely contradicts the tone. Even a content warning at *minimum* for “landlord who rents to women with the express purpose of violating them, including the woman you directly helped” would be utterly bizarre for the tone and raise people’s defenses, since cozy games often fill a purpose of escapism, and that is extremely far from being escapism. Squirrel guy is fantastical enough to break from reality and not evoke the same vibes. Still wary about future “hidden stories,” though, considering this apparently blindsided the dev.


Great

Cats in Cozy Rooms

Despite following the “X in Y” naming scheme of those hidden animal games and activating my fight-or-flight response to the flood of that genre on Steam, this is not a hidden objects game. This is an interior decorating game with a cat theme.
It’s a pretty basic and casual game, and very easy at least for the two levels given in the demo. The budget is more than generous enough to go 15 objects above the requirement. The art and aesthetic style is what really carries it - I think the art is well done and detailed, and the approach of it being cats is arbitrary but cutely done, though I think it should embrace the theme more and have more cat-focused furniture. I love me a cat tower.
The level select screen is really creative - I really like the approach of having the level screen be a set of the houses you’re designing, though it took me a moment to find where level 1 was. If they add a bit of ambient sound and more animation (like shadows of cats in completed buildings) I think it’d be even better.
The controls could be a bit more responsive, though. Wall objects should automatically turn to snap to a wall, and you should be able to rotate selected objects even if it’s not in a valid space. The ability to change colors on placed objects would also be nice. Some objects couldn’t be moved at all, but that seems to be a glitch.
Overall, cute. With some polish I think it’d be a good game, even as a very casual experience.

Einstein’s Cats

Another placement logic game but with cats. Here, your hints are listed out on the side and has things like “cats with collars like to be left of orange cats” and “Fluffy doesn’t like being down low.” There’s an additional puzzle if the game is referring to a cat by name - sometimes you don’t know for sure which one it is, and you can label the cat if you figure it out. There’s also a nice QoL feature where most relevant hints are highlighted when you pick up a cat. It helps narrow down what to keep in mind, and for when I mix up the fur coats or wonder whether something counts as a cat color. Very importantly there’s also a sticker mode where you can make little scenes.
I found this to be a little harder in both difficulty and navigation than Is This Seat Taken? - whereas that game generally could be approached one by one and has multiple solutions, there’s exactly one solution in Einstein’s Cats, and I felt like taking an overview approach and then finetuning when I inevitably mixed something up was more effective. Also, considering each cat has one spot they want, I’d like a (maybe toggleable) feature where, once every cat is in a spot, the response popup shows whether each cat’s preferences are fulfilled instead of all of them at once.
That’s not to say the game is bad or anything. I liked it, but they have distinct differences in how they play and are approached. It’s cute, though. I put this one on my wishlist, but this one I think will languish there.

Seeds of Calamity

Typically I consider the scale of farming sims/RPGs to be from Harvest Moon (no combat, relationship building) to Rune Factory (heavy combat focus, relationship building), but this game drops the relationship building altogether. I’m not sure if the dev intended the game to focus on combat, but they should, imo. It’s the strongest part of the demo, to the point where I felt the point of farming is really to fund combat runs.
Combat is like a common card battler setup - you get 7 action orbs per turn, and use orbs to cast spells. You can also unlock more spells with gold, and hopefully there’s a system for upgrading spells and orbs (considering the base water and lightning spells are essentially identical). I really liked the whole synergizing elements thing. I find it fun to puzzle out, and it works well with the dungeon setup where you progress by passing into different rooms that have different content like fights or mining spots or puzzles (kinda like Hades, and not like Stardew’s floor system). I also appreciate that healing via eating food is seemingly a free action.
In terms of farming, though, it’s as close to a Stardew Valley clone as you get except that the NPCs are there for their utility. Even donation restoration is practically identical. I do like the QoL of having all the tools be on hand at all times and not take up inventory space, though. It’s a bit disappointing that there’s seemingly no relationship metric, and that characterization comes largely from quests and daily dialogue (I appreciate that they all congregate in one spot at night to get your daily dialogue in, even if a lot of it is stock lines) but if the game’s focus is the combat then I’m okay with that.
Overall, I really like the combat and dungeon approach. It’s creative and works well from what I’ve seen. I’m interested in seeing how this one develops.


Good

Dragonkin: The Banished

26 gb demo. I have full games that are a fraction of that size. It’s not even like the endgame dungeon preview has a bunch of random dungeons, it’s literally just the one. If this is how much space a demo that should have only limited assets takes up I’m rather concerned about the size of the full game?
This is a Diablo-like top-down hack and slash, though you only have the choice of four (three currently implemented) “classes” - on the other hand, each one has a wider variety of skills, which you choose from as you set up your Ancestral Grid. Progression is measured at both the character (level, stats, gear, etc.) and the city level? The more you develop your city, the more features you can access. There’s fast travel within the city that works without fading to loading screens, which I appreciate, considering you’re teleported to the location to access merchants/services.
I quite like the approach of the tutorial - it shows off every playable hero and gives you their backstory while you fight as an overpowered version long enough for you to get a good feel for their gameplay. I definitely also appreciate that they open with the options menu and that they default to subtitles enabled, unlike a certain other Diablo-like game that doesn’t have subtitles on by default and throws a full cinematic cutscene at you…
It’s all downhill once you get to the city, though. There are three main things I was interested in knowing about the game: the Ancestral Grid system, character customization outside that system, and how characters interact in multiplayer. Character customization I did get to see (and I like that you can freely change your stats in the city), and while I would’ve liked multiplayer I understand that it’s not their focus until late early access. However, the preview for Ancestral Grid is woefully inadequate, and bad where I did get an impression. At a basic, not-just-a-demo-issue level, you can only have one grid setup and there’s no way to save layouts. Despite the system being the exact case scenario for needing to save a lot of sets. The grid consists of both your character’s skills and wyrmling skills, but there are four wyrmlings with their own sets of skills. Node passives can synergize with active skills and each other. However, only having one pre-filled grid makes it incredibly difficult to mess around. Not only that, you don’t get additional nodes to experiment with out of the gate. You get three nodes for another wyrmling element (a wyrmling has five skills), and that’s it. Ideally, I would have preferred if there was a way to save grids, and if each character had 3+ grids saved - two endgame builds and whatever the level 1 build is - to demonstrate the variety available for each hero and also give the player the ability to freely make their own build from scratch and see how the grid interacts from the ground up. At the very least I wanted more nodes without having to go through all of a dungeon for RNG.
The game itself plays ok (once I swapped to WASD movement and make the cursor large because grey-brown on brown isn’t visible). It’s about what you expect for a Diablo-like, though it needs work. I felt default attacks are too weak and mana is too limited and getting stuck in place for default attacks when hitting mobs is how you regain mana faster is really counterintuitive. Overall I see the potential and like the hero-city integration and the tutorial was great, but there were just so many roadblocks on actual gameplay, plus my concerns about the lack of saved grid sets, that I couldn’t really enjoy it.

Fellowship

Comically, even though there’s a mandatory queue to log in, you can still get rejected from the server immediately after passing the queue because the server is full. Like, what’s the point of the queue at that point.
If you took an instance-based dungeon MMORPG and left only the part of running dungeons, you’d get Fellowship. It’s a condensed version of what an instance dungeon MMO is. You have the trinity, you have PvE dungeon maps with a boss at the end, you have a bunch of trash mobs to kill along the way. The way the game phrases terms makes me feel like it’s like a hero shooter. A hero MMO? It’s… not wrong.
My biggest issue is just that it doesn’t feel fun to play. Movement feels weightless, especially when you get hit by a knockback and go absolutely flying. Your hitbox is very big, so being a caster feels sluggish and you still get hit by things because your toe is a hitbox too. The UI is very minimalistic (also the text is small). The target health box doesn’t show cast bars, so while I like that you can see interruptables above all enemies, it’s hard to tell whether you’re interrupting the right target. I’d also like scaling and transparency options like what you get in FFXIV’s similarly nearly-full UI customization. Also, I get that there are going to be gaze mechanics, but I wish there were an option to face the target automatically when using skills (the lack of auto face and the absence of “weightiness” on skills makes it really easy for me to drop attacks because I’m facing the wrong way). FFXI didn’t have auto face either and I take issue with it there too, but the perspective is much closer, skills are generally slower, and you’re typically targeting one at a time anyway. There’s a reason why auto face is a recommended setting in FFXIV.
In terms of dungeons, they’re pretty much what I’d expect. Maybe a bit less. 3 adventure maps are basically hallways with some splits in it and a couple dead ends, and a boss at the end. Wyrmheart is wide enough that even linear pathways have optional packs. Empyrean Sands breaks from the hallways in the beginning, but what replaces it is a big open field. The only “side objective” for not taking the shortest route possible Is to fulfill your kill score (I think for the leaderboard), since your only loot is the boss chest. The paths just blur together and are effectively the same. Basically, take the complaints about hallway dungeons and send it here, because this game runs into the same problem. I didn’t get a chance to go into the dungeons but those seem to be FFXIV-style dungeons with the 3 bosses.
The problems I have are a shame, too, because it has a bunch of QoL features that are probably ripped from WoW plugins really work in an MMO style game. The big chunky health bars going horizontally across the screen make tracking hp very visible (maybe too visible, would like to tone down the transparency). Combined with mouseover target heals for both the model and the health bar, it’s just easy and satisfying to soft target a heal. Both tanks and all (available) DPS having an interrupt is also very nice, since there’s a guarantee that 3/4ths of the party have the button.
So, overall… I wish I liked this one. I wish it felt better to play. I think there’s a dearth of cooperative PvE games where, like in MOBAs and hero shooters, playing with randoms is expected at the casual level. I still think it has potential and is made by people who have an understanding of the common issues in MMORPGs, but it would need a lot of improvements to actually feel good to play.

Grimm Kitchen

Perplexingly, the game has utterly zero graphics or control options. You can’t customize the control scheme, the resolution is locked at either fullscreen or max window size (can’t tell because ctrl+enter doesn’t do anything), there’s not even an option to turn down the camera sensitivity. Unfortunately, what this means is that the game became too nauseating to play after half an hour. The mouse sensitivity is just way, way, way too high, there’s motion blur that kicks in if you dare tap your mouse, and whatever post-processing method they used is very demanding - as in, it has my GPU chugging worse than in games where I expect the high demand - and lags my game whenever it fades an object from the camera.
Which is a complete and utter shame, because otherwise the game is good. The combat is simple and generic mobs don’t pose a challenge other than as hp sponges (which is fine since they’re for gathering ingredients) but there’s a little bit of strategy with dodging boss mobs. I can’t really have a full opinion on this since I was trying my best not to move the camera. What I really enjoyed was the restaurant management. It’s a bit too much without a full staff, but once I had that for the second day it was pretty enjoyable to run around tossing flyers and serving dishes and cleaning tables. It’s hectic but fun!
So yeah, if I were to compare Grimm Kitchen to the similar Dragon Song Tavern I would prefer Grimm Kitchen, because it drops any “cozy” appearance the moment you step into the restaurant. I just wish it had actual graphics options and the camera movement wasn’t so nauseating to play.

Sorting Inc

Ah yes, a sorting game. You get five objective stages plus one endless stage to try out in the demo; four of them are about sorting color pieces, and one is sorting different sized nuts. Objects can be stacked up to 6 times (there’s no bonus but feels more efficient) and slide a bit when “thrown.”
It find it nice to clean off the desk by organizing the pieces, but that’s only present in the first four levels - the endless mode throws ~20 pieces at you and always gives you more pieces when you sort them into slots, and level 5 moves on a conveyor belt. At the very least I wish endless mode gave an option to give you that big pile of things to organize and let you refresh it manually.
Also, the stacking mechanic could use some work. I appreciate the mechanic, but it lets you stack different objects together. You can unstack, but it uses a queue structure - last in is last out when you click to undo. Good luck with that, especially if you have the misfortune to accidentally grab the wrong object at the end of the stack and have to click to separate the entire stack just to get it out. Combine that with the sliding toss mechanic and the close proximity of objects, and it just becomes a needless frustration.
Generally the game just seems simple and mindless enough to be unremarkable? It’s not that it isn’t well made - because it is decently put together and mostly works as intended (pieces sometimes teleport if they hit the wrong sorting slot) - it’s just so insignificant in my mind that I can’t even call it great. It feels like the best use case is as a destressor where I don’t have to think at all.

Urban Jungle

Apparently I played an older version of the demo for about 10 minutes back in the June Next Fest. The essence of the gameplay remains the same - you select plants from a randomized selection, then place them while fulfilling their ideal preferences to progress. It’s a neat little puzzle to figure out where and how to place them to maximize the scores, though imo it feels like in a realistic scenario you would not want to be clustering plants in random places like I was doing. There are also additional side objectives, like effectively unpacking the protagonist’s belongings in stage 3 and generally cleaning and organizing things. I liked the part where I organized stuff more than the plants, oops…
The game also unlocks a “Creative Mode” once you finish each stage, where you can fully decorate the rooms with seemingly no limits on furniture (you can use anything from completed stages). This feature I think is really neat.
All in all, I think this one is… decent? It’s definitely also evoking Unpacking vibes with the whole decorating part and the stages with story background, but also has its own twists with the plants and side objectives and more focus on organization of existing furniture/props, and especially the Creative Mode. It’s definitely more unique than the multitude of clones directly ripping off Unpacking. Unfortunately I have zero interest in its main gameplay and the main gameplay is how I’d get to the part I like, so it’s kind of a hard sell.


Meh

Animal Spa

What I learned is that this is way too much activity on the bottom of my screen even at the smallest size and it’s genuinely too distracting. There are things I need to do when I’m on the computer and my eyes would rather look at the little critters chilling in the bath, and I think I can’t do desktop idlers at all.
Which is a shame, because I think it’s otherwise cute. It’s a chill “management” game without any stress about actually managing or failing to satisfy customer’s needs. Just decorate your spa however you like. My poor singular staff member struggles to keep up, rip.

Dark Land Chronicle: The Fallen Elf

Obligatory smut game, I guess. I’m always on the search for smutty RPGs that have some substance to the RPG side.
Honestly, this one feels more like a proof of concept than anything. I like the concept well enough as an isometric RPG, but there was just the one mandatory combat encounter (if you don’t want to go murdering nonaggressive NPCs). Also, despite it being a porn game, I only encountered two sex scenes, though there are other erotic or suggestive scenes and a set of explicit diary entries. Also, because of the extremely limited resources you have, I think ultimately right now you can only ever just softlock yourself if you’re not careful.
The scenes that do appear are all based on noncon, though, and there is ample amounts of implied monsterfucking, so I guess I’m interested in that sense at least. I guess I’ll follow its development in hopes that it gets some more substantial content, but I feel it’s going to take a long while.

Dragon Song Tavern: Cozy Adventures

I swear there’s a game extremely similar to this one where you go out and collect ingredients to run a cafe and there’s a baby dragon and the title is Dragon Cafe or something.
The part of the game I played was pretty much what I’d expect from a “store management life sim” - you plant crops, fish, and buy ingredients to make ingredients for your dishes, then manage your tavern by ferrying dishes to them. You can research and experiment with making new dishes with a hint system, which was neat, but I got stuck trying to figure out what it wanted by a “affordable fish with flaky flesh” when the fish descriptions don’t discuss texture. The shops (and game description) suggest you will also go out and explore areas, and that there is combat, but I didn’t reach that point.
And the main reason why I didn’t see any exploration is because of the controls. They feel… floaty? The character moves slowly, interacting with NPCs during tavern management is difficult (the angle you need to hit is far too narrow), and the way planting movement snaps to the grid is a bit too strict. It doesn’t help that interiors feel too big as well - the shops are massive rooms where you only talk to the shopkeeper. Your tavern Is massive too, but at least that can be explained as having room for more furniture/food options.
Also, the way they do buildings and props in the overworld is to have them as 2D images imposed in a 3D world. It’s a neat stylistic choice, but there’s absolutely no give to the sprites, so certain camera angles make objects look distorted as you walk by them. I’m not sure if there’s an easy perspective solution to this, but it is unfortunate.
Overall, rather disappointed. It looks nice, but plays poorly, and as another one of the overt “cozy” games I’m also not particularly enthused about the pacing of the game. There are a lot of them in this genre and this one just doesn’t stand out.

Monster Souls: Chains of Chimera (version 0.3.5)

Began: 2/13/2025
Completed: 2/15/2025
Playtime (0.3.5 - Chapter 3 complete): 5 hours, not including reloads for alternative scenes
Demo played via itch.io. There's a Steam page but the demo isn't uploaded there.
This game is really close to my ideal of a porn game. Entirely M/M, minimal on the furry (particularly the “bara furry visual novel” style, which isn’t my thing) but comparatively heavy on the monsterfucking, and extremely enthusiastic about the noncon. Not only does it encourage you to lose to the transformation monster at least once, it's actually expected that you do so because it unlocks new classes for the protagonist earlier than the end of the chapter. There's just not a lot of variety-M/M-noncon porn games out there and I’m glad something as good as this one exists.
The art style and designs are also really great. The background art is incredibly pretty. The protagonist's armor is revealing but not overly so? The bottom is kind of a garter belt setup and his ass is entirely exposed, but his top is mostly covered. Several characters point this out. I just think the design is hot, and the way everyone sexualizes him is really hot too. Ash also has revealing cutouts in his outfit but people don’t really point that out. But I appreciate him.
And on top of all that, it's a decent RPG with a great art style. The UI could use some more work but the fundamentals of combat design are there. There are also several fights you are intended to lose for the sake of progression, and while it’s used a bit too much in Chapter 3, that one's also still a work in progress and the nature of the game kinda necessitates “completing” the chapter before circling back and filling out content and polishing things up.
If I could list out things I want more of, it would be 1) a romance system with the party members, 2) more (repeatable) sex scenes with party members/Caspian/others, 3) more characterization surrounding Lyric, 4) more polish surrounding some of the later sex scenes, and 5) maybe more loss/surrender scenes for some monsters so you have a reason to lose to them again. Most of these I think are coming anyway. My particular gripe is just with 3 - Lyric doesn’t get much interaction with the hero or Ash, and there's very little dialogue from him in general, so his dynamic especially falls flat when he’s available for a scene at the end of Chapter 2 (he just came off as overly pushy when we hardly know anything about him or his character). Also, if possible I think it’d be neat if the chimera forms unlocked new sex scenes with characters that leaned on the monster aspects, but that’s something for later down the line and I’d rather the dev prioritize a basic romancing system first.
In general, I just really enjoyed the experience and look forward to seeing more updates. The dev is doing some great work here.
Also there are catboys and the catboys go nya. 10/10.

Frog Detective 1: The Haunted Island

Began: 2/7/2025
Completed: 2/7/2025
Playtime (100%): 0.5 hours
Bought as part of Humble Bundle’s Australia wildfires bundle back in 2020, and in usual fashion it sat in my library unplayed for years. Played through Steam.
A silly game about a frog detective who solves the mystery behind some mysterious noises heard around an island. Despite what the name of the game and the protagonist would have you think, there wasn’t a particularly notable amount of detective work going on. It’s mostly fetch quests and wandering the island looking for a couple easter eggs and things that distort funny under the magnifying glass. The magnifying glass isn’t even technically required to beat the game and was mostly me amusing myself. I definitely felt out of the “ideal” age range for the game considering the lack of complexity in the gameplay and text.
Aside from that, the presentation was good. The models and lighting hit a good spot between being simple without feeling low quality, the animations felt like they had care put in them (they rigged multiple dances), the textures were silly and had plenty of visual jokes. The music was really great! And there was a point where the dev popped into the game to give an Educational Warning Fact Checking The Validity Of A Character’s Opinion, which I found amusing.
Overall, nothing particularly outstanding or life changing but it was a decent use of half an hour.

A Short Hike

Began: 2/7/2025
Completed: 2/8/2025
Playtime (16 feathers): 1.8 hours
Received for free via Epic Games Store; I also have a copy from the itch.io BLM megabundle back in 2020. Played through Epic Games to track playtime.
I really enjoyed this! It’s a cute little game about taking a hike up a mountain, and there’s also about a dozen side objectives you can do as well. The movement feels intuitive and enjoyable, and by the end I was flapping around on 16 feathers and the silver feather and just that was a lot of fun. The dialogue and character interactions are also well written - they’re pretty short and to-the-point overall, but still have plenty of personality. I enjoyed seeing some characters make repeat appearances.
The music was also great! The track that plays when you take the updraft from the very top was especially nice, but in general I thought the soundtrack really fit the atmosphere and just naturally flowed into each other.
My only complaints are that playing on mouse and keyboard (really just keyboard) was kind of painful. You only have the 8 directional keys and that works fine overall, but it definitely would have been better with full directional movement. Also, the camera was also finicky to deal with - it changes perspective automatically, but doesn’t seem to be fully consistent about when/where it shifted. This didn’t make it unplayable, but it did detract a bit from the experience.
Overall, the game definitely didn’t overstay its welcome - I scoured the map pretty comprehensively and that still took less than two hours. I also looked up the (in-bounds) speedrun and the 100% feathers speedruns and those were 2 and 10 minutes respectively, so yeah, it can be a really short hike if you wanted. I’m not really someone who replays singleplayer games, but this is the kind of game I’d be willing to return to at some point - it’s short and uncomplicated, nice to look at and listen to, and apparently the dev even added a skip-through-dialogue option so you can go directly back into exploring.

Yu Crossing Animals

Began: 2/12/2025
Completed: 2/12/2025
Playtime (100%): 1.4 hours
Free porn game on Steam. There are 7 sex scenes (plus the “sprint” buttplug, home masturbation art, and a couple bonus sketches). The sex is entirely F/F (several characters have cocks) and largely focused on masturbation and anal; there is one scene with vaginal penetration (it’s also reused in the minigame) though it’s effectively masturbation on a mechanical dildo. A couple scenes involve worm-like things and oviposition, but otherwise the kinks aren’t particularly out of the ordinary.
Fairly short overall, but pretty good. I liked the artstyle a lot. There are a couple spots that obviously feel like there could have been additional scenes, and the town itself feels a bit too empty, but the game is free so I won’t complain much about it ending so abruptly (though it really does).
The 100% is pretty easy with one caveat - one of the achievements is to *have* 10,000 gold at once. You need more than that to finish the game, but it’s split into multiple purchases that you can make as soon as you have the money. Don’t do that. Get the achievement first or else you’ll have to grind out the only minigame like 10 more times. It took me 20 days to hit the 100%, but that was because I spent all my money and had to start from scratch; without that, I completed it in closer to 12.

Currently working through a couple longer games, one of which I’m basically two fights away from completing but I’ve been putting it off because I wiped on the first of them due to a silly reason. Unfortunately I hear Against the Storm calling my name and that will suck me into a completely different type of gameplay completion metric (playing until I get bored of it and shelve it).
Also, I should circle around and put down my thoughts on FFXIV 7.1 at some point. I enjoyed it and I enjoyed the base expansion, but I need a touchstone to look back on in retrospect.
Something I want to do this year is 1) play more games instead of just the one MMO, and 2) write up my thoughts on them. Not necessarily reviews, but more my impressions. Partially because writing this down will help me remember these games, but mostly because I also want to write more this year and this helps me pad out my word count lol.

Venba

Began: 1/1/2025
Completed: 1/1/2025
Playtime (to base completion): 1.5 hours
Purchased on Steam via Humble Choice December 2024
A short narrative game about a immigrant family from India who settled in Canada. The general advertising and the demo focused more on the cooking, but the main focus is really the story. Across the 7 chapters, five I’d call “true” cooking puzzles, one is really a plating sequence, and one chapter doesn’t have cooking at all. I do appreciate that they added recipes and music tracks in a later patch - both because yeah, that food looks tasty, and because the content you get felt a bit sparse otherwise. I wish we actually cooked the plating sequence, since that was half a dozen dishes and we did none of the prep work.
In terms of story, I particularly enjoyed Kavin/Kevin’s perspective. The whole “rejection -> guilt -> reexploration” narrative is just something that feels really personal. This kind of cultural struggle, alienation, and rejection tends to get overlooked when portraying experiences of diaspora, and the game even alludes to that, with Kavin’s coworker wanting fully positive and accepted cultural diversity in the scene they were working on. And I mean, it’s really nice that there’s even enough people to provide those sorts of positive representations, and enough conscientiousness for that to be desired at all. And if I had to choose one kind of representation, of course I’d choose the positive version. But this sort of complicated, messy relationship with identity, and having to grapple with that in a society that has become more accepting than how I was as a child, resonated a lot with me.
Also, the way the game handled Tamil in both perspectives was also really neat! With Venba’s perspective, you had different colored text when they spoke in Tamil vs. English, and there were also “splotched” text boxes from Kavin when he used more complicated English words. And with Kavin’s perspective, I really, really appreciated how the cookbook appears in Tamil and Kavin has to translate it line by line and makes mistakes along the way. I liked that we revisited Venba’s restored cookbook at all. It was just a really sweet moment to see her work, and for Kavin to continue it too.
The ability to scroll through the text messages in a couple sequences was also something I appreciate from a game design perspective. This kind of flavor texts with ambient narratives is something unique to video games and other interactive mediums, and would’ve been omitted or heavily truncated in other mediums simply because it would take up precious space.
Overall, I enjoyed it! I wish there were more gameplay aspects, but the story (and art, and music) were great. Probably not going for 100% achievements, since getting the remaining achievements involves going through the chapters again and there’s no way to skip directly to the food portion.

Doors - Paradox

Began: 1/7/2025
Completed: 1/9/2025
Playtime (100%): 5.7 hours
Received for free via Epic Games Store
An escape room puzzle game. The game consists of three chapters, with about 40 levels total. Each level has two gems (blue and red) plus a story note, and if you collect all the gems of each particular color in a chapter you unlock an extra level.
I did not particularly love the puzzles. They range from incredibly easy to frustratingly glitchy to things that weren’t even intended to be puzzles but are just obtuse because of the way the game works. Thankfully, there is a free “skip puzzle” button, and admittedly I did use it a couple times. A couple puzzles that I otherwise knew how to solve were too glitchy to complete; one of them straight up did not respond. I almost used the button for a physics-based puzzle but then the physics glitched out and let me solve it. I don’t know how you’re intended to solve that one.
Frankly, a lot of the difficulty just came from how the game functions at a base, non-puzzle level. There’s a lot of spinning things and trying to figure out what camera angle you need to be in and where you need to drag an item for the game to accept it. And sometimes this becomes a puzzle on its own. For instance, in Chapter 1 Door 8, the “solution” to the three valves “puzzle” was actually “just keep turning it until you completely move the rods.” The rods moved so little that I was trying to find a particular configuration the valves were supposed to be in. Oops.
There were a couple interesting bits, though. The one puzzle that had you fitting in pieces with colored circles on them to match an image was different (and reminded me of another puzzle game). The puzzles that have you panning around an image to find clues were neat. The targeting mechanics for the extra levels in Chapter 2 was neat. And I generally just really liked any level that utilized the background in any way (this was mostly Chapter 3). And the art design itself was pretty interesting.
The story is present, I guess. It takes the form of notes you find in each level, and each note is only a sentence long statement from a cat guide. The first chapter was basically telling the life story of a character but I did not vibe with the severity of the tone. The tone of the second was also too severe. Chapter 3 was fine though for being far sparser and more conceptual. Honestly, the devs could’ve just omitted the story and imo it would have improved the experience, especially when they advertise it as a “relaxing” game.
Overall… fine. I was generous and gave it a 6/10, but I could’ve gone lower (and maybe should have). It does not make me willing to play the sequel. In fact, the whole reason why I played this game now was because the sequel is in the January Humble Choice and I wanted to see if it would justify continuing my subscription (the only other game I was interested in there was Against the Storm, and a friend was willing to gift that one to me). I canceled my sub.

I have my eyes on a number of different games I want to play next. For the time being I’m more interested in knocking out some shorter games to establish a bit more consistency in my game time, but this means more narrative and puzzle games. This is an excuse to play that Nekopara catboy game.
It's been a few days since the end of Next Fest, but I needed some time to get through the last of the demos I already downloaded. I haven't run into any issues with demo access, though. I remember the days when Next Fest ended and suddenly my library was full of useless files...

I wasn't looking for any particular genre this time. I guess I wandered around the RPG, puzzle, and casual spaces for things that caught my interest and wasn't too heavy on my computer. Overall I managed to play 14 games, including a couple that technically aren't Next Fest demos for one reason or another (and excluding one that I just couldn't understand). Six of the games I'd call great and definitely keeping an eye on, five that were good and may or may not be something I'll follow, and three that I'll just give a pass. I'd say that's a pretty good selection here.

My thoughts on each game: )

It is the year 2015, the month November.

Twitter is getting on its legs in mainstream social media, but Tumblr is still by far the most prominent social media platform for fandom. If you need a casual chatting service, you probably use Skype, because Discord barely exists at this point.

Homestuck still has yet to end and is fact in yet another hiatus, the Omegapause. Toby Fox has released an obscure little indie title named Undertale, sparking the sudden skyrocketing of a massive fandom even larger than the monolith that was Homestuck fandom, and which heralds a new association of the term Megalovania with the funny skeleton man and not Vriska Serket.

The scene of fandom drama was in the middle of its transformation into the one we see now, but still wasn't nearly as pervasive.

This post is not about Homestuck, or Undertale, or fandom drama, or Vriska Serket. This post is about a now-twice-defunct social media platform named Natter.

------

Read more... )

Group edit of natter's Persona roleplayers

Hello.

I am Mysterytoast, also known as Toast or Rein. I tend to respond to any other variation of my username as well. Pronouns are they/them. I'm located on the east coast of the United States.

As it turns out I've actually had this Dreamwidth account since 2018, but never posted with it. I use this platform already for AO3 gift exchange letters, but that one is organized under my AO3 persona, which is as separated from this persona as I could manage. Plus, I want this one to be more personal.

In short, I'm becoming active with this account because I am in desperate need of a platform that supports writing on a personal level. I’ve been desperate for one since Tumblr’s 1) change in content policy and 2) development and acceptance of a type of fandom culture I strongly oppose. I've been waiting for a replacement social media site since then. The supplemental sites for Twitter don’t appeal to my desires, because I like Tumblr's organizational tags and ability to easily see older posts.

I will still, of course, be active on Twitter and whatever other social media platform ultimately replaces Tumblr. Dreamwidth is merely the newest addition to the endless array of social media that constitutes my online presence.

This journal will not be overwhelmingly fandom-based. What I need is a space to publish longform, relatively informal writings in a non-professional setting, because I do have thoughts outside of what I do for a living that also isn't fiction and don't want to let them pile up in private eternally.

When I'm not focused on work or academia, I still like to write fiction, which is even more evident if you can find my AO3, and I also draw on occasion. I play Dungeons & Dragons (5e) on a pretty casual basis. I like to read about mythology (esp. Greek/Roman), folklore, and transitional periods of history. I like JRPGs, colony sims, hack-and-slash, point-and-click, and puzzle games, and I'm an avid appreciator and wanderer of MMORPGs, though my main one nowadays is FFXIV with a lot of others on the side (GW2, Maplestory, Mabinogi, FFXI, Eden Eternal, POE II, just to name a few). My taste in tv shows, anime, and manga swing from extremely dark fantasy to iyashikei, but I always appreciate depictions of food - examples include Delicious in Dungeon, Dorohedoro, Made in Abyss, and Hannibal. Learning about the small background details of a world and how it was constructed, both in and out of universe, is something I am always fascinated by and I always like lore and artbooks.

Opinions warning:
I follow the Three+1 Laws of Fandom, and the extended guidelines for fiction (Depiction does not equal endorsement, Fantasy is not reality), and am an advocate for comprehensive tagging and other curation systems, as well as the discretion to respect such boundaries. See the Fanlore wiki page for more detail on the Three Laws (+Tag Your Shit). The more you disagree with these opinions, the less worth you'll find from this journal.

You have been warned. But if you want to continue reading, welcome.
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