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Cake day: Jan 21, 2024

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Tic Tac Together is team-based recursive tic-tac-toe. When both teams try to claim the same square at the same time, they have to fight for it by playing a subgame. Or a subsubgame. Et cetera. It’s surprisingly strategic. How much board control should you give up to secure a contested square?

I’ve heard good things about Sunderfolk but haven’t played it myself. It has hex-grid tactical combat with co-op done via smartphone, so only the buyer of the game needs to share their screen.


Which ones have you heard of?


Looks like you enjoy retro-style 3D platformers. Get Corn Kidz 64!

Like Pseudoregalia, it’s another N64-style 3D platformer released in 2023 with a goat protagonist trapped in a dream. This is an oddly narrow coincidence.


Here are some “patient” games I’ve played that are on dollar-bin deals right now. Some are actually cheaper off-Steam, so in those cases, I link there instead.

  • Black Mesa — 90% off, tied all-time low
    • The fan-made remake of Half-Life
  • Crypt of the NecroDancer — 90% off, new all-time low
    • Rhythm roguelike
  • Downwell — 75% off (cheaper on GOG)
    • Shmup platformer about jumping deeper into a well
  • Gato Roboto — 85% off (cheaper on GOG)
    • Little metroidvania featuring a cat in a mech
  • Her Story — 90% off (cheaper on GOG)
    • Freeform detective game with FMVs
  • Bastion — 80% off (same price on GOG)
    • Action RPG with painted art, and Supergiant Games’s debut title
  • Psychonauts — 80% off (same price on Itch)
    • 3D platformer where the levels are in the minds of interesting characters
    • Note: It’s an old game that works a bit weird on modern hardware, so check PCGamingWiki for tweaks
  • Grapple Dog — 75% off, tied all-time low
    • Grappling hook platformer with Nitrome-style pixel art


I played around with the pixel settings in the Next Fest demo. It’s honestly more of a curiosity than something that really matters, but I’m glad someone on the game thought of this. The most notable change with pixel-perfect mode is the text font becomes lower resolution to be strictly snapped to the grid. Other than that, you’ll find that the backgrounds scroll choppily. I’d imagine it would feel good that way on a smaller screen.

It’s that eternal struggle you may have seen if you play modern games with pixel art. How strictly should the game follow the grid? I think Pipistrello’s default “soft” mode is my sweet spot. Rotated and resized pixels are yucky, but I’m okay with smoother scrolling and sharper text. Celeste is that way as well.


I was super impressed with the demo from Steam Next Fest last year. It’s definitely high on my list for Steam sale purchases.

One neat feature the game has, which was unnecessary but that I appreciate, is the pixel perfection settings. The game uses “soft” pixel precision by default for smooth scrolling and sharper text, but you can enable strict pixel precision, which snaps everything to the pixel grid.


Outer Wilds. Should my first time be in VR?
About a year ago, I heard someone mention that Outer Wilds had a VR mod. I do have a VR setup and am an experienced VR player, so I really could experience this game for the first time in VR. Is that reasonable or should I play it the first time with flat graphics? (Index btw)
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My friends and I love to hum the gloriously CC-licensed main menu music!


I don’t think any game has made me feel so much for characters I don’t even get to see. There’s some real humanity in Hypnospace.



Day 5

Look Mum No Computer — Twin-stick shooter adventure
  • Trying the demo purely because of the weird trailer
  • Very retro PC gaming vibe. SID chip music!
  • Rough introduction. Big info dump right at the start before I know what I’m doing
  • Music changes as you change the installed skills, which are presented as synthesizer modules
  • Struggling with visibility. Hard to quickly tell what’s an enemy and what’s background art. Also hard to tell what’s collidable and what’s clear
  • I’m not finding the combat here very intersting

Pass

Morsels — Action roguelike (Isaaclike?) with creature collecting
  • Gross and cute
  • The classics from Rogue: traps, unexplained stuff, retrying a lot until you start to understand
  • Demo shows a small but varied range of creatures with different abilities, which always come with a randomly selected bonus
  • Quick switch between your roster of three
  • At least in this early part of the game, ammo count is really low and even ranged attacks don’t go far
  • Great presentation. Pixel art feels kind of like claymation

Pass. I liked the demo a lot, but I’m already playing a lot of roguelikes and my wishlist already has ones I’m more excited for

ODDCORE — Surreal boomer shooter
  • Maximalism. An exhilarating force-feeding of the senses.
  • Liminal spaces but actually awesome and fun. Exterminate the Backrooms! Shoot the jump scare monsters in their faces!
  • Excursions into the Oddcore only last 5 minutes unless you buy time extensions
  • Interesting idea: you can teleport home (almost) whenever you want to buy upgrades or more time
  • Chaotic level progression, like really channel surfing through the multiverse. Sometimes, instead of warping to the next level, you end up in a corrupted level or a bonus level or just some weird, mildly creepy room

Wishlisted


Day 4 was all black cats

Everdeep Aurora — Exploration-heavy platformer
  • Really well-executed limited palette art. It swaps palettes between different areas for mood. Maybe that’s why the playable character is a black cat.
  • This demo is really short. I saw a bit of lore and played some hide and seek, then went through the scary door. The cat has a drill but I don’t even get to use it!
  • Didn’t get a chance to see any interesting action except for the very last few seconds of the demo
  • The camera feels unpolished. It always freely drifts behind you, so quickly changing directions often will make the camera jiggle unpleasantly. It would be nice if the camera would stay still or lock to an axis sometimes. That would especially help with aiming jumps, since the camera always jerks upward a bit every time you jump.
  • The controls feel great. Super responsive movement with no sliding and little momentum buildup. Jump height is also quick to respond to letting go of the jump key.

Soft wishlist. This demo just wasn’t long enough to be totally sell me on the full game.

Project Arrow — Puzzle platformer with archery
  • I found this demo to be good but not great. I’m struggling to identify why it didn’t appeal to me more.
  • Maybe the selection of levels wasn’t impressive enough. There were a handful of puzzle ones, but some just felt like repeats with not much new each time. There seemed to be a lot of autoscrollers.
  • Platforming movement mechanics were simple and straightforward, which is appropriate for a puzzle platformer, but then there are levels with precision platforming and not much puzzle
  • Cool series of boss levels at the end
  • Maybe the demo didn’t do enough to hint at the possibilities for the whole bow and arrow mechanic for puzzles, so I’m just not getting hyped enough
  • Maybe I just don’t get the presentation of the game? Electronic music and high-tech UI but playing as a cat with a bow in the forest

Pass

Swoosh Cat — Precision platformer
  • Celeste but with 360° dash
  • Cool mechanic: dash into spikes to bounce off of them
  • Slow motion while aiming, but the aim indicator isn’t very accurate. Also, unlimited slow motion
  • Hard to tell when I have dash or not
  • Something feels off about the air control. I often overshoot or undershoot when trying to land on a small platform
  • What a long demo! This is a substantial amount of game to give out.

Pass. I had fun, but I’m currently not in the mood for Celeste-style precision platforming.


I want to shout out Left 4 Dead’s game instructor for smoothly teaching new players the game even while they’re playing with others. Get more ammo here. Use adrenaline to do stuff faster. Give Nick your pills. Rescue is coming - defend yourself! Then, once you’ve played enough, the help messages gradually become less frequent.

I’ll also shout it out for being my favourite implementation of HUD markers in any game. The icon pulses into view close to your crosshair, then flies over to the thing it’s pointing at. If it goes off-screen, the marker returns next to your crosshair, with an arrow indicating which direction to look in to see it again. A lot of other games have marker icons just suddenly appear at the spot and they crawl along the edge of the screen if the item is off-screen. The way L4D does it really draws my eyes.


Day 3

Bloodthief — First-person parkour/speedrunning
  • Crusty brown gothic look, like Quake
  • Gameplay really grabbed me. Sometimes, I was leaning forward and holding my breath!
  • More and deeper movement mechanics, compared to other first-person parkour games, like SEUM or Neon White. Building up and preserving speed is a big deal
  • Challenging levels, with actual enemies to fight and a quickly-rising difficulty level. Levels are usually 1-5 minutes long — lengthy compared to Neon White’s 10-30 seconds
  • I managed to wall jump off of a deadly spike wall, and I’m still not sure if that was intended

Soft wishlist. I definitely enjoyed this demo, but I currently don’t have an appetite for this type of game.

Dice Gambit — Tactical RPG with dice
  • First thing after the intro cutscene: a detailed character creation screen. That’s pretty overwhelming.
  • I like the art style except for the subdued 3D character models
  • Throwing the dice and watching them settle is satisfying, as it is in Armello
  • Gameplay is clearly focused on battle grid combat, since the “dungeon crawling” is just clicking on a map, like Slay the Spire
  • Do team management and watch the plot in the downtime between jobs
  • There is an appreciable amount of role-playing in this RPG

Wishlisted


Day 2 of Next Fest is over! Here’s what I tried.

Good Luck — An absurdly dangerous walk to work
  • Just walk to work
  • Slowly walk through streets full of deadly things, like exploding garbage bins, loose signpoles, and falling signs
  • No checkpoints! No dodging! This is a rage game.
  • There’s online co-op, apparently. Have Fun with friends!
  • This demo is silly fun, but I don’t need to play more of this

Pass

Öoo — Puzzle platformer with bombs
  • This guy also made Elec Head, another charming puzzle platformer
  • Puzzle platforming with exploration
  • Cute pixel art
  • Wordless teaching. Actually, the only words in the game are the credits!
  • Puzzles all revolve around clever use of bombs: launch yourself like a rocket jump, blow up one bomb to push another

Wishlisted

PANIK — Chess-like grid puzzles
  • Has that Flash game feel, but in a good way. Quirky idea, simple design. It’s built to quickly get you in and playing.
  • The puzzles are like connecting circuits. The figures can only move if they’re connected to a crown-wearing figure.
  • An interesting take on grid-based puzzles. Like a fusion of Sokoban, chess puzzles, and “Chinese” checkers.
  • PANIK’s cute demo trick: just have a quick line of super-simple levels to show off mechanics in the rest of the game!
  • I’d actually love to play this on my phone instead

Wishlisted

SourceWorld — Dungeon crawling FPS in the Half-Life universe
  • Deus Ex-like cutscenes for a story set after the Combine invasion! You join a company that raids the multiverse
  • Doom screen melt transition, holy crap
  • The familiarity and comfort of Source engine physics, movement, and weapons
  • Game crashed a bunch for me, so I’ll have to stop early

Soft wishlist (I’ll keep an eye on this)

!mrak — Super stylish immersive sim
  • BTW, “mrak” is Russian for “darkness”
  • Super rough, gritty introduction to a setting drowning in crusty old tech
  • Unfortunately crashes early in the game

Soft wishlist


It was surprising to see that it’s rated mixed on the store page. It looks like a lot of the complaining is about how it’s not like Patapon?


That’s a really cool art style! Maybe it could be of interest to [email protected]


My report from day 1

Orbyss — 3D puzzles with spheres

A glowing ball rolls around. The level is made of cubes floating in the void, surrounding a large pulsing energy ball.

Thoughts before playing: Pretty, abstract 3D puzzle game. But what’s the killer feature? Like the portal gun from Portal or the camera from Viewfinder?

This is what it would be like to play the PlayStation 2 boot sequence as a puzzle game, with floating cubes and coloured sparks whizzing around in an abstract void. You get to control some balls, rolling them around the level to press buttons and zoom through pipes.

This demo shows some early levels, featuring some fairly stimulating puzzles, but it failed to really grab me. The slow pacing and pure abstractness of the game’s setting aren’t getting me excited to play more. I just never got to that “aha” point where I realized what made the game special. In comparison, another puzzle game demo I played in a past Next Fest, The Art of Reflection, didn’t waste any time showing off its key feature of jumping through mirrors.

I’m going to pass on this game, but I know someone is going to like it.

Panta Rhei — Atmospheric top-down adventure with time manipulation

At a cracked monument surrounded by fog

The game produced an error when launching it, which I fixed by forcing Steam to run it with Proton Experimental.

2D animated cutscenes? Hell yeah, I love that kind of effort. The in-game 3D art also does a good job capturing that illustrative feel of the cutscenes. Atmospheric top-down adventure with cool art and light RPG elements? I liked Bastion and Tunic, so maybe this could be up my alley, too. The game’s premise and worldbuilding interest me. You play as a young guardian of time and use your time powers to fight the monsters ravaging the world.

But gameplay-wise, this demo is rough. I found the melee combat to be unsatisfyingly sluggish. There’s a bug where falling off the world makes you permanently faster when you respawn, and I was definitely running way too fast by the end of the demo. The game is tagged as a roguelike (aka “choose some randomly drawn upgrades”) on its store page, but there wasn’t much time in the demo to really appreciate any of those upgrades in action.

I’ll pass. It’s really unfortunate that this demo disappointed me, since this game still might grab me if it gets in better shape.

Wander Stars — Turn-based combat anime

Fast Extra Super Punch deals 5 damage

The key selling points for Wander Stars are its loud inspiration by anime and its word-slinging combat mechanic, the latter of which got me to try this demo. I thought it was an interesting take on turn-based combat to line up words that customize an attack, and that old anime style presentation is indeed charming.

Wander Stars is also very heavy on the visual novel-style dialogue and cinematics, which is probably necessary to evoke that anime feel. It felt more like a visual novel in disguise than the more mechanically involved turn-based RPG that I was hoping for. I’m just lacking the patience to read so much between active gameplay, though the gameplay near the end of the demo does show potential for depth in the turn-based combat.

I’ll pass.


I spent a good long time browsing through the piles of thumbnails to make myself a tall list. It’s a mix of games I’m excited for, games that look interesting to me, and weird games. Since I spent so much time today browsing for games, I haven’t actually played much today on day 1.

Some thoughts on my list

  • Bits & Bops has already had a demo for months now, but for Next Fest, there’s a new minigame to play. Also, I backed this game on Kickstarter, so I’m obviously interested in seeing this game be good. And I think it is.
  • SourceWorld is a Half-Life 2 mod participating in Next Fest! It’s an FPS dungeon crawler! The Source engine isn’t dying anytime soon.
  • Oddcore has a really flashy trailer. I actually first heard of it from seeing it get front page attention on Newgrounds. It could be the first game set in “liminal spaces” that isn’t utterly boring or crap.
  • Funi Raccoon Game is on this list because the trailer is stupid and I want to see more of it. I have high hopes.
  • Why, yes, those are three games featuring a black cat as playable character.

Let's share our lists and opinions on the demos. We'll help each other find promising games. This Next Fest runs until Monday, June 16, 10 am PDT.
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I’m glad someone knocked some sense into these guys and convinced them to add a little bit to the name to make it searchable. Just “Mouse” would have just doomed them lol


That’s how I felt seeing the trailer on Steam.


What I’m playing 🪱🪐 WORMHOLE | Next-level Snake
First, a little announcement. At this point, I've made plenty of articles in this "what I'm playing" series, and this is the eighth. [So now I'm gathering them onto my extremely barebones website, under the "gamelog" tag!](https://gemini.envs.net/~silv/tags/gamelog.gmi) ## Not your father's Nokia Snake game WORMHOLE, like all Snake-style games, has the usual formula. Eat stuff, get longer, and don't hit the walls or yourself. I found this game from a Steam Next Fest last year, where I was drawn in by the enigmatic trailer. I was really surprised by how intense and hypnotic the demo's gameplay was. ## Snake Arcade (Snarkade) But WORMHOLE is also a natural advancement of the Snake formula, bringing in arcadey additions. You get a choice of three classes of worm each with their own unique ability and wind your way around the galaxy through craptons of levels, full of planets to eat. You occasionally get a break to choose which set of levels to go to and get an upgrade on the way. ![At the "SECTOR SELECTOR" screen, you choose which levels to play next and get a choice of three upgrades within.](https://sh.itjust.works/pictrs/image/39b35701-c86c-4760-b2e4-228bbb22cb0d.jpeg) There are side objectives to eat, like the skulls that show up to steal your snacks, costing you points. UFOs fly by, worth big points if you catch them. Eat an entire trail of stars and you trigger a supernova, clearing the whole screen. ![A supernova is triggered, announced onscreen with the word "SUPERNOVA" and lots of effects](https://sh.itjust.works/pictrs/image/8149c50d-1ca2-4dfa-9845-910bb9591442.jpeg) Obviously, there are wormholes as well! That's why this game is called WORMHOLE. You go in one and come out another. They make it easy to reach faraway parts of the level and can be handy escape routes if you trap yourself with your long body. It also mimics old-school arcade games in its presentation. The game uses monochrome pixel graphics with the usual set of filters to make the game feel like it's on a worn, ghosty CRT display, but you can turn those effects off if they bother you. The extremely restricted palette of WORMHOLE's graphics reminds me of Downwell, which does the same thing. And likewise, you get to unlock alternate palettes as a minor reward for playing the game. I've been deliberately switching palettes to show them off in this article. You can also choose from a range of corny background art that's like what you might see on the panels of an arcade cabinet, including some that write game instructions into the art. ## Snake turned up to 11 A game of WORMHOLE starts off looking and feeling pretty mild, but that contrasts with the much more intense late game. This game hypnotizes like the Polybius arcade machine from urban legends. It's full of very juicy effects to dazzle you, with plenty of particles, screen shake, and hitpause. It's especially apparent in the bonus levels, which are packed with UFOs to eat. ![Grabbing and eating one of many UFOs in a bonus stage](https://sh.itjust.works/pictrs/image/82b01811-d8d4-4637-b187-50062c294e19.jpeg) Early on, the music sounds chipper and friendly, but gets more and more panicked and aggressive near the end. The game gets faster and faster. Your worm gets longer and longer. The levels get increasingly intricate or cramped. You'll need to react quickly to navigate the levels. Thankfully, the game helps you a bit here: you get a brief warning period if you're about to die, with the game slowing down and the screen dimming. And if you don't save yourself in time… ![Nose bleed.](https://files.catbox.moe/w2v78c.webm) With a longer worm and smaller levels, you'll start moving in dense squiggle patterns to fit, but that comes with its own risks. If you're not careful, you'll make a closed loop and trap yourself. ![An example of messy, dense winding to save space when the worm gets very long](https://sh.itjust.works/pictrs/image/146358b2-50e9-4d7c-9bff-233623bc1a19.jpeg) ## This wormhole was made for me I've been playing this game a lot in the past few weeks. A full run doesn't take too long but it's definitely satisfying to get into a flow state and mentally sink into the wormhole. Early on, I was really struggling to control the worm properly, especially as the game speeds up. But once I synchronized with the vibe of the game, I started to figure it out. Knowing which wormholes are connected. Always keeping track of where the head is to steer accurately. Always keeping in mind the tail length so I don't trap myself. Developing a strategy for which upgrades to take. Of the three classes of worm in the game, I found a fave in Yeehaw, a cowboy hat-wearing worm that shoots bullets. Lately, though, I've been focusing on playing Dash because of its strong high score potential. I've found that the Dash worm's high-speed charge can finish levels very quickly, which leads to big score bonuses. ## WORMHOLE is a hidden gem WORMHOLE is a proper hidden gem. The game is small in scope but very polished for its purpose. Currently, it has only 35 reviews on Steam. If you merely finish the game, you'll be guaranteed a top 10 spot on the leaderboard, since only the top 9 have even gotten to the kill screen! You want to make it to the kill screen? ![Garbled graphics at the kill screen](https://sh.itjust.works/pictrs/image/de01f8bf-a043-4d4d-91f6-3f207a00631b.jpeg) # EAT EM ALL.
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The ruthlessly random puzzle platformer just had a major update to make it a "Mosa Lina 2". - The number of tools and levels has about doubled. - There are new features for custom levels. - There are many other improvements. It's on a small sale until June 11, then will increase in price on June 13.
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Clips from what I’m playing 🐈🍞 CATO | cat + toast = puzzles
CATO is that old nerd joke about cats and toast turned into a puzzle platformer. Cats always land on their feet, but buttered toast always lands butter-side down, so if you strap them together… ![Toast tells cat, 'Don't worry, I won't let any butter get on your fur.'](https://playingcato.yay.boo/butter.jpg) I found CATO through a Steam Next Fest in 2024. The first few levels in that demo were promising enough to get me to wishlist the game. CATO is in a corner of the puzzle game genre I like to call "single-player co-op" since you control two characters at the same time. The cat can run and climb but can't jump, while the toast can jump sideways and up walls but is helpless on ice. When the two are assembled together, their abilities are combined and they also gain infinite jumps. Almost all puzzles in the game involve splitting up and reassembling at the right times. There's also a basic plot about running out of milk and going out to get more. For a puzzle game, that's enough of an excuse to get the game started. Story is obviously not the reason a puzzle game fan would play this. ![The toast jumps towards a button, while the cat stands in position to be launched when the button is activated](https://playingcato.yay.boo/toastfly.jpg) ## Smart puzzle design I consider the puzzle design in CATO to be exceptionally smart, yet understandable. The levels are laid out so it's easy to tell what they want you to achieve, with each major step of the puzzle placed in a different part of the screen, so you only need to worry about how to solve it and not what your objective even is. While these are often multiple simple steps, the challenge is completing them all at the same time. The most interesting levels remind me of community-made advanced levels for Portal 2, where it's often easy to just reach the exit but tricky to get there with the door held open. A small number of puzzles instead focus on execution challenges, like sensitive timing, but these are thankfully rare. The game gently teaches its mechanics with just level design and no text. That's the ideal execution of a tutorial, on the level of the greats. It follows the classic pattern: you first get a very easy puzzle using the mechanic, then the puzzle repeats, each time with an extra twist added that makes it harder, guiding you to discover the mechanic's nuances. The game makes good use of its mechanics, exploring each deeply, and in later levels, starts combining them and challenging you to understand how they interact. There are mechanics like: * Walls that become solid if the cat is carrying the toast! * Cheese that is bouncy for the cat but sticky for the toast! * High-speed pipe transport! * Multiple toasts! ![A level where the cat has to deal with multiple toasts](https://playingcato.yay.boo/toasts.jpg) Overall, CATO isn't too hard of a puzzle game, but there definitely were a few levels that had me sitting still, thinking for a while. There's also a hint system available for most levels, which marks the important places in a level. ## Action breaks The final level of each of the five worlds is an action-focused level instead of a puzzle. Some are runner-style platformers, like Canabalt, which have you dodging obstacles while sliding to the exit. Others are boss fights that feature the main mechanic of that world as the key to beating the boss. None are really that difficult, but they're an adequate change of pace after playing a long chain of puzzle levels. Although five worlds sounds somewhat few, each actually has a lot of levels — about 30 or so in each. ![The cat slides down the track on the buttered toast, towards an obstacle](https://playingcato.yay.boo/surf.jpg) ## Looks The art style of the game is pretty interesting. It imitates chunky pixel art with 3D graphics, while maintaining the flat, two-tone shading to sell the pixel art look. But with its 3D art, it gets to have very smooth animations and detailed environments. Without the obviously artificial pixelation effect, this would have been fine, but unremarkable 3D art. Without the 3D, there may not have been the smoothness in the animation or the flexibility to zoom in and out to appropriately fit levels on screen. Also, there are skins! Don't worry, they don't require any money or grinding. You unlock them as rewards for finding in-game secrets. There are separate skins for the cat and the toast, but I find the default toast to be too much fun to switch off of. Despite that, getting these secrets is relevant for achieving… ## One hundred percent! I liked CATO so much I decided to 100% it. I consider this a great honour for a game, since I so rarely bother with full completion. (The previous time I did so was with Grapple Dog in 2023.) That involved finding all the secrets throughout the game. On the level select map, some level icons have a mark indicating there's a secret there. Some secrets just involve going into a hidden passageway, like in Doom or Quake, but accessing others requires using a level's puzzle elements in a counterintuitive way to get the cat and toast into an obscure corner of the level. Some secrets just contain unlockable skins or easter eggs, but some actually lead to additional, secret levels. More interestingly, they feature a special mechanic that only appears in these secret levels! If you never go for secrets, you would never even know about this mechanic. (Of course, I won't be giving away what this mechanic is.) Most of these secret levels have a similar difficulty as the main levels, but the ones near the end of the game get particularly hard, involving clever usage of the secret mechanic in combination with the other mechanics. ![A swinging door slams into the cat, sending it flying to the side](https://playingcato.yay.boo/slam.jpg)
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Cassette Beasts is a creature collector with a substantial single-player campaign and a permadeath difficulty option.

You could also have permadeath as a house rule, which would let you play singleplayer games with traditional campaigns. For example, you could play Elden Ring or Borderlands 2 and commit to deleting the character upon death.

A weird suggestion: Keep Talking and Nobody Explodes is a co-op puzzle game about defusing a bomb. The player who’s streaming will have the bomb but stream only audio, not video, and everyone else will have to use the defusal manual to guide them to safely disarm the bomb. You’ll have to advance level by level.



I clicked on this post because of the jazz in jazzstronauts.

There actually is something that could be called jazz, but you’ll have to finish the entire story for that.

How did you get all the images at once, upload beforehand (whether to Lemmy or somewhere else offsite) and that is how you have a link? Repeated editing so Lemmy accepts each new image upload?

I actually published a mini-site on yay.boo containing this post and all of the media. The pictures in this Lemmy post are hotlinked from yay.boo. The video is hotlinked from Imgur because yay.boo did not like it when I did that. In my previous posts, I did directly upload everything to sh.itjust.works, but I wanted to try a different way this time.

For my previous posts, like this one on Gunfire Reborn, I went to the “Create a post” form and used the “upload picture” button on the toolbar of the main body text field.

I have actually been playing multiple cat-themed games in recent months but have been too lazy/busy to bother writing about them.


[Jazztronauts doesn't have a page on the Steam Store. Instead, it lives on the Steam Workshop!](https://steamcommunity.com/sharedfiles/filedetails/?id=1452613192) Quick facts: * It's a full game mode for Garry's Mod * Genre: Uh, first-person collectathon? * Number of players: Singleplayer and online co-op ### Getting Jazzed Up *Jazztronauts* is a deeply meta kind of game that takes full advantage of its Garry's Mod base: it uses the Gmod workshop as its playground and the story takes place within it as a "Source engine multiverse" of sorts. I find it's a great experience in online co-op with friends. The story starts off with you playing normal Gmod. However, while playing some unremarkable Half-Life 2-styled map, a band of interdimensional cats show up, exploring the worlds of the Source engine. They recruit you to help with the mission: you're going to help them gather junk from maps from all over the Gmod workshop. You will actually go out to real maps to steal props and level geometry! Wait, otherworldly visitors that show up to offer you a job for a mysterious agenda? Am I back in Black Mesa? ### Joining the Band Once you join the cats, they take you to the Bar Samsara, their hideout between maps. You chat with them to get to know them better and receive jobs from them to fetch certain quantities of certain objects. ![The cats hang out at the Bar Samsara, an upscale art deco-style bar. The walls are covered with otherworldly vines and framed photos of various maps.](https://jazztronauts.yay.boo/bar.jpg) ![Sitting at the bar, the Pianist says, "Fuck. I don't really know what to do in that situation other than stab a motherfucker. Look, you handle acquisition and I'll figure out if there's a step two to this plan."](https://jazztronauts.yay.boo/pianist.jpg) You go over to the giant TV and channel surf on the *real* Gmod workshop for a *real* map that you want to visit. These are maps people made for other game modes, like Sandbox, Prop Hunt, or Zombie Survival. In one rare case, I stumbled upon a map that was specifically designed for Jazztronauts, called jazz_artemis, uploaded a few days prior. [jazz_artemis on the workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=3244640713) ![Ridiculously giant CRT television displays a map full of coloured blocks called gm_digitalcircus](https://jazztronauts.yay.boo/channel_surfing.jpg) Once you find a map you want to raid, you call over a trolley to take you there and the map starts downloading. Panels all over the bar also display stats about the map. Hopefully it has a lot of props to steal! You get in the trolley and honk the horn repeatedly to tell your friends to hurry up and get in. ![A streetcar trolley emerges from a tunnel. Screens next to the tunnel show stats about the destination.](https://jazztronauts.yay.boo/trolley.jpg) Once you're in the map, you pull out your prop snatcher baton and start ripping stuff out of the map. You remember to be on the lookout for any quest items you need to grab. When playing with friends, credit for stolen props is shared, so there's no need to compete for props. When you snatch stuff, it'll automatically be lifted off the map, leaving behind a pink crystal pattern to indicate what used to be there. ![Using the prop snatcher to rip the walls off a house. Parts of the house and background are marked pink.](https://jazztronauts.yay.boo/snatching_props.jpg) After a while of stealing potted plants and office windows, you're satisfied with what you've gotten and the map is looking pretty pink. You pull out your keyfob and press the button to summon a trolley to take you back to the bar. This exit effect is absolutely amazing, with the trolley smashing through map geometry to get to you. It's an impressively robust and seamless transition! ![The trolley bursts out of the wall of the shopping mall, throwing debris everywhere. You get in the trolley and it charges forward, crashing through a Starbucks and out to interdimensional space.](https://i.imgur.com/8bOIMWJ.mp4) Now back at the bar, you head to the prop claim area to get paid. You pull the lever to unload your haul of stolen props for the cats. When playing with friends, all money earned to date is copied to each player, so late joiners automatically get caught up with money. You can then go see the Bartender to buy upgrades for your tools. ![Several pine trees drop out of a Portal-style ceiling pipe as the Pianist watches grumpily. The sign on the drop pipe says, "As usual, my childhood sweetheart is after my trash!? So now I drive a tank to school everyday"](https://jazztronauts.yay.boo/prop_claim.jpg) The tasks the cats assign you start off simple, like "find 15 barrels", but the needed objects become more and more obscure: washing machines, live headcrabs, suspicious chemicals. Later quests get strange: ![Quest: Kidnap Dr. Kleiner](https://jazztronauts.yay.boo/kidnap_kleiner.jpg) ### Grooving in Maps The variety of quest items means you're going to have to explore far corners of the Gmod workshop for many kinds of maps to find your loot. Here are some examples of maps I found. rp_newexton is a roleplay map where you pretend to live in a fictional Australian city. There are apartments, a shopping mall, a giant banana beside the highway, and even a working train that takes you to out of New Exton to the suburbs! ![A Service NSW location by the quiet streets of New Exton](https://jazztronauts.yay.boo/map_nsw.jpg) This map, whose name I don't remember, has a turret that rapid fires rockets. ![A blocky turret fires a stream of rockets down the corridor](https://jazztronauts.yay.boo/map_rocket_turret.jpg) vp_voidmall is a creepy, sprawling abandoned mall with phenomenal lighting. There's also a playable story in this map if you were to play it properly. It was too powerful for Jazztronauts and crashed the game! However, it was too intriguing to pass on, so my friends and I explored the map in vanilla Gmod instead. This is no doubt the highest-quality map I've ever played from the Gmod workshop. ![Inside a storage room with a sky-and-clouds wallpaper. A TV and a dismantled "Nowhere Mall" neon sign unevenly light the room.](https://jazztronauts.yay.boo/map_nowheremall.jpg) ### Coda Jazztronauts feels like a wild take on a story mode for Garry's Mod itself, given its persistent story and its awareness of Garry's Mod and its player culture. It has a special, meta perspective on the game it's built on, reaching through the fourth wall but never getting smarmy or self-referential about it. This game certainly could only exist as a mod on top of the mountains of content made for Garry's Mod. Jazztronauts is an earnest love letter to the Source engine and celebrates all of the things fans have made for it over the years. In fact, this is at the core of their objectives: they want you to collect stuff so they can build an interactive Source engine museum! Learn about brushes, the intricacies of crouch-jumping, and surfing! Now this is edutainment. ![Exhibits about features of the Source engine line the walls of the room. In the middle of the room is a short surf ramp.](https://jazztronauts.yay.boo/museum.jpg) Is the gameplay of Jazztronauts thin? Yes. One of the cats even says to your face that this is "fetch quest hell". You run a long chain of fetch quests for objects that aren't even guaranteed to appear in the maps you visit. How many maps do you think contain Dr. Kleiner? Nonetheless, my friends and I enjoy playing; we care more about the journey than the destination. We get to share our reactions to all the interesting things we find, and some maps have stuck with us. Months on, we still talk about the memorable ones: maps with awesome atmosphere, humour, wacky ideas from novice mappers, and inventive interactive elements. Jazztronauts has taken us on trips to see more of the Garry's Mod workshop than we'd normally bother to. (If you really want, you can open the console and directly load a map that you know has quest items.) Jazztronauts is like some fever dream interpretation of what surfing the web looks like inside cyberspace. It's like a StumbleUpon for Garry's Mod. ### Want to play Jazztronauts? You'll need: * [Garry's Mod](https://store.steampowered.com/app/4000/Garrys_Mod/) * [Jazztronauts from the Garry's Mod workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=1452613192) To avoid map errors, make sure you have Counter-Strike: Source and Half-Life 2 installed. To avoid *more* map errors, you'll probably have to install more Valve games, like Left 4 Dead 2 and Team Fortress 2. If you're playing with friends, make sure to always have the same person host the game because the save file is kept on their computer. 😺
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I was really impressed with the demo during a Steam Next Fest last year.


> Coming to PC and Consoles on May 28, 2025
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The plot of Mankind Divided ends oddly abruptly, which is a real



I’d say it’s a step more “serious racing” than Kart. Transformed had more complex drifting and boosting mechanics to emphasize good racing skills. There are still powerups, but they’re relatively weak. The closest blue shell equivalent is the swarm, which summons a swarm of giant wasps to sit in front of the race leader, but it’s always dodgeable with good steering. The medium-level pickups require good aim or awareness of who’s near you. The Kart strategy of only caring about the last lap is still possible in Transformed, but trying to get ahead as far as possible is also a doable strategy.


Really hoping this can be a worthy successor to Transformed


I’m sure someone at Valve also had fond memories of that toilet.

Amazingly, I played this game when it came out and discovered it has Steam Controller binds out of the box!

At this point, the fact that Portal is in the Half-Life universe is just a fluke. The plots of Portal 2 singleplayer, co-op, and PTI are very “distant” from anything happening with Half-Life. The two series are tonally very mismatched. Their strongest connection is that Aperture bumbled their way into possessing Half-Life plot-critical stuff and then losing the boat that contained it.



The maps aren’t generated inch-by-inch, if that’s what you were hoping for. Each stage has a bucket of unique rooms it stitches together to create the level geometry. The devs did a clever thing and made rooms with multiple doorways, with two chosen at random to be part of the path, so you can traverse through the same room in a slightly different way each run. At this point, I’ve seen all the possible rooms, but the combination of character upgrades, surprise challenges the game springs on you, weapons, and enemies keeps it fresh. There’s a lot of replayability in just character builds alone, since you can find multiple ways to make each character effective, depending on what perks you got first and what risks you take.

The co-op works well. Gunfire Reborn is a lot easier in co-op because friends can revive each other with unlimited tries, whereas in singleplayer, you get only one revive by sacrificing the character-upgrading resource. Recently, they’ve added a Left 4 Dead-style bot co-op mode so you can have that experience instead of the pure solo one. I’ve actually ground myself into a weird corner where I’m way better than everyone else I play with and can carry a whole team, dealing like 80% of the entire team’s damage across the whole run. I’ve not actually tried public matchmaking, just playing solo or with friends.

In terms of DLCs, each comes with two new characters and a handful of weapons. Each DLC character has a different mechanical focus in case you’re getting bored of the characters you already have. The base game is just fine to start with. I have the first two packs, but the latest one, the third, I skipped during the Steam winter sale to buy more games. The character I was playing here, Zi Xiao, comes from the second pack, Artisan and Magician. His counterpart in that pack is Nona, who is pretty much the red panda version of Gaige from Borderlands 2 (no anarchy stacks, though), summoning and commanding a combat robot. The first pack, Spirit Realm, has a monkey who aggressively upgrades his guns and a fox who, with the right build, can just stop using guns and drop fireballs on enemies instead.

Okay, here’s my final pitch. The game is on sale as part of the launch of the new season. It’s not the all-time low, but it’s pretty close.



## The condensed looter shooter experience Gunfire Reborn is a looter shooter with an Asian aesthetic and a short, but extremely replayable campaign, which runs for less than an hour. It supports four-player online co-op, but this time, I was running solo. In short, it's the full Borderlands experience without the questionable writing and Randy Pitchford. You travel across multiple lands to purge the corruption (an ARPG classic), fighting terracotta soldiers in their crypts, sniper birds in the desert, samurai fish at the shores, and polar bears up in the frozen mountains. ![Drawing the Golden Bow at a Desert Fly](https://sh.itjust.works/pictrs/image/01f7c4ad-c719-4e2c-891f-3656d16e73dc.jpeg) Within the past few years since exiting early access, Gunfire Reborn has had seasonal events, like Path of Exile's leagues, adding a bit of extra spice to the campaign. The fourth season (Star Link) started just a few days ago, so I thought it was a good time to get a run in with a character I wasn't familiar with. ## This run: Zi Xiao In the head video, I'm playing as Zi Xiao, an owl who commands the stars with cards. I'm using Golden Bow, which deals immense amounts of single-target damage but is terrible with dealing with large packs of monsters. Good thing Zi Xiao's abilities can make up for it! With the best cards, I call the stars to strike down an area in front of me. Oh yeah, I somehow managed to get more than 100% accuracy in this run. I wonder how the game is counting that. ![Highest damage dealt: 556k. Total damage: 75M. Hit rate: 118.2%. "EZ game" for Zi Xiao.](https://sh.itjust.works/pictrs/image/5f79b2b0-1054-4ad9-a544-8b7c5e246f40.jpeg) ## Yeah, it really is a fast, Asian Borderlands Gunfire Reborn is transparently inspired by Borderlands. It features the same three core elements of Borderlands: fire, corrosion, and shock, and has the same focus on scavenging for weapons. One difference is that it relies on mechanically unique weapon designs, compared to the part-by-part weapon generation system that Borderlands has. Still, like any proper ARPG, there are piles of modifiers that can appear on any item. Why not try… * An octopus that sucks moisture from enemies to power a water laser * A shotgun that's really a small, handheld demon that eats fish and sneezes death * A star compass that rather than shooting bullets, projects a damaging ring around you that you can grow and shrink * The [Unkempt Harold](https://www.lootlemon.com/weapon/unkempt-harold-bl2), straight from Borderlands 2 * A brick ![Throwing a brick](https://sh.itjust.works/pictrs/image/de6892b7-5d4d-4256-8004-3898ccca5a8d.jpeg) *Yeet.*
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Valve tried trackballs with the Steam Controller but ditched them for trackpads that emulate trackball physics. They found small ones felt bad but big ones were too bulky and heavy. Clearly they like that idea, since every controller-like thing they’ve designed since includes pads.


If you haven’t done so already, I suggest you start taking notes while playing the game. You’ll need to keep track of what you have to come back to a place for.


Have you ever read Flatland by Edwin Abbott Abbott? I did as a kid (nerd). Each group in literature class got to choose a novel to study and we picked Flatland. One day, two-dimensional creature A. Square gets a visit from a three-dimensional creature and gets a glimpse of a new dimension beyond his world's two. The novel ends something like this: > "So are there more dimensions beyond the third?" > > "Nah," said Sphere. ## Anyway, let's go golfing! Sphere was wrong and 4D Golf is the proof. I got it on the recent sale and just started it and it's just about what I expected. It's really a straightforward game. You play mini-golf, but the course spans the space of four dimensions instead of three. However, you, the player, are still a 3D creature and can only see a slice of the 4D space. That means the part of the challenge is just to figure out where you actually need to face to get the ball into the hole. ![A diagram and explanation of how a 2D creature would see the 3D world](https://sh.itjust.works/pictrs/image/d5c8781e-d8f9-4ed2-ac31-dd440394b890.jpeg) As a bit of aid, the game gives you several tools to help you visualize and navigate the course. You have the ability to spin around the 4th axis and you can see ghost images of what's perpendicular to you in the fourth axis so you get a better idea of what's around you. ![Other parts of the golf track appear as faint ghost images beside the physically visible track.](https://sh.itjust.works/pictrs/image/5189fefa-11b8-45b2-90bf-0f44d6e33004.jpeg) You can also switch to a "volume view", which lets you see and explore the floor plan of the level. Like how a floor plan is two-dimensional for a 3D area, it's three-dimensional in 4D, so you fly around with six degrees of freedom in the floor plan mode. ![An oddly smooth transition between the default view of the ground and the tunnel-like volume view](https://sh.itjust.works/pictrs/image/70cac348-1c96-4d6e-a88a-e5569c3e2860.webm) After playing a handful of levels, I think I've built up enough of an intuition to orient myself properly. I'm getting a hang of this internal mental shorthand of the level changing around the ball as it moves. The first few levels also deliver a quick tutorial on understanding 4D space, with the classic explanation for the topic. It starts by talking about how a 2D creature would perceive 3D space, then extends the analogy to a 3D creature in 4D space. It really is quick, so I'm not sure how helpful it could be for anyone who isn't already slightly familiar with 4D. ## I'm slightly familiar with 4D Yeah, Flatland got young me fascinated in this kind of funky geometry stuff. I was finding sites to learn about exotic geometries. Four dimensions was only the start. Well, I clearly wasn't the only person who was fascinated by this stuff. 4D Golf is essentially developer CodeParade's followup to their previous game, Hyperbolica, which was set in a three-dimensional world where the rules of geometry were different. Parallel lines never stayed parallel and five squares could share a corner, not four. I'm glad I get to enjoy multiple extremely nerdy geometry games. ## Bonus: discover more funky geometry-related stuff Novels * Flatland by Edwin Abbott Abbott — A. Square lives in a two-dimensional society and discovers the third dimension. It's in the public domain, so it's free to read online! * The Planiverse by A. K. Dewdney — A class in a computer lab accidentally makes contact with a two-dimensional universe. It's a more rational, "hard" take on how a two-dimensional universe would work. Online resources * <http://hi.gher.space/> — 2003-era site with an introduction to four-dimensional space and an exploration of how a world like that would work. * [Outside In AKA "turning a sphere inside out"](https://www.youtube.com/watch?v=wO61D9x6lNY) — An old-school YouTube upload of an even older-school animated presentation about math research on the topic. [Here's the 1996 official site!](http://www.geom.uiuc.edu/docs/outreach/oi/) * [Portals to Non-Euclidean Geometries](https://www.youtube.com/watch?v=yqUv2JO2BCs) — In this YouTube video, the host takes you through portals to spaces where the rules of geometry are weird and different. More games * Hyperbolica — By the same guy as 4D Golf. A light-hearted walking simulator in a world with hyperbolic geometry. * Miegakure — A 4D puzzle game that's been perpetually in development since like 2007. It still shows up on YouTube, at conferences, and in the solo dev's blog posts from time to time.
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I completed Psychonauts recently on my PC. There’s a Linux native version as well, and both it and the Windows+proton versions seemed to work… adequately. It’s pretty janky, which I mainly attribute to it being an old PC game.


My gift for Christmas is sore arms from playing Beat Saber. It's a serious workout playing high-difficulty maps. That map shown in the head video is: * [Lights Camera Action](https://meganeko.bandcamp.com/track/lights-camera-action) * Artist: meganeko * [Map by Tacky](https://beatsaver.com/maps/10d15) I consider Beat Saber to be one part of the essentials pack of modern VR gaming. As a rhythm game fan, it's what got me hooked on VR, having played it at a VR arcade back when the HTC Vive was considered new. I visited that arcade multiple times and would spend my entire time slot playing Beat Saber. A few years later, I got a Valve Index and it's still one of my go-to games when I use it, alongside Half-Life: Alyx. ![Both sabers slashing down hard as mines approach](https://sh.itjust.works/pictrs/image/f4ea98b3-b745-4dde-b75d-8ca920bb96e6.jpeg) ## Water breaks! Beat Saber is obviously a physically intense game, so I make sure to stretch beforehand. I also take water breaks every few songs or I'll get too exhausted to play well. To help reduce fatigue, I move the rest of my body around with the beat so I'm not just standing still like a scarecrow. ## Modding! One great benefit of PC-powered VR is easy access to modding, and with Beat Saber, modding enables the ability to play community-made beatmaps, which are all I play. Interestingly, my preferences for music in rhythm games tends to be slightly different from my personal tastes. As a result, my collection of maps is very EDM-heavy since the strong beats feel fun to hit in-game. I also use a camera mod that shows a view on my monitor that's nicer for spectators and screen captures, which is why I have clips of my gameplay. I record with camera settings that roughly approximate what I see and my experience in the headset. ## So many maps! Over the past few years, I've collected a whole lot of maps. I've noticed that the maps I like to download and play fall into four categories: 1. Really fun movement and patterns 2. Music from another rhythm game (mainly osu!) 3. Music I own 4. Novelty (maps of stuff like ["half life 1 medkit type beat"](https://www.youtube.com/watch?v=qN5vhvZIBXE)) Here's an example of movement that I find particularly fun, on a map that I like to play a lot as a warmup. Both hands move independently while having a matching rhythm. * [Hoohah (VIP Edit)](https://www.youtube.com/watch?v=Ee7fEEMaPPA) * Artists: Fox Stevenson & Curbi * [Map by Ruckus](https://beatsaver.com/maps/216d) ![Hoohah (VIP Edit) gameplay](https://sh.itjust.works/pictrs/image/9e2f28a5-e0c8-4a51-99b0-aab745fd2c79.webm) Finally, here's a "Bandcamp special", a map I found just today by plugging in names from my music collection into search. Getting to play music I personally listen to is a treat. I think this would count as *extremely* active listening. * [CITRUS!](https://lianhua.bandcamp.com/track/citrus) * Artist: lianhua * [Map by adgato](https://beatsaver.com/maps/3e34d) ![CITRUS! gameplay](https://sh.itjust.works/pictrs/image/d710ebd1-debe-41f6-884f-6b01d35373fa.webm)
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Clips from what I’m playing 🏀 Cheesing co-op levels in Portal 2
Did you know you can throw objects in Portal 2? You pretty much use your player camera as a cannon to fling objects by letting go of them while moving your view. This is not intended, [so clever throws can just bypass or break some puzzles](https://www.youtube.com/watch?v=9NhfVHLl6uE). This quirk came up in a puzzle while playing co-op with a friend. We figured out a throw that would bypass the main part of the puzzle. I've played the co-op campaign multiple times, but this time I was playing it with a friend who hadn't. It took them a while to get used to thinking with four portals. I would hang back and let them take charge in solving the puzzles, since I'd obviously know how to solve them. Except… ![The exit door is locked by a laser that's high up. We'll need to block the laser, but a barrier obstructs easy access to it.](https://wiki.portal2.sr/images/2/2d/Map_mp_coop_tbeam_drill.jpg) This level, Funnel Drill, I didn't remember how to solve, so the two of us were stumped together. After some co-op thinking, we had roughly narrowed down the flow of the problem. We needed to pass an object through that barrier to block a laser with it. We played half-court basketball instead. ![I help my friend throw a ball through a portal in a weird way that breaks the level](https://sh.itjust.works/pictrs/image/08ceb342-a367-4436-8e48-f322d75a63be.webm) I had an exit portal facing the laser. As soon as the ball came out of it, I quickly sent out an excursion funnel right behind the ball, completely bypassing the need to carry it through the barrier. We probably could have figured out the puzzle in the time it took us to get a successful throw. ## Bonus video 🥏 I throw a disc like I'm playing ultimate with GLaDOS! It actually lands in the disc reader! ![After a few tries, I throw a giant computer disc into a disc reader.](https://sh.itjust.works/pictrs/image/2ed95cfe-cc4d-454e-8731-3bd5aaaf9bd8.webm)
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I haven't logged into Steam for several days now. All my gaming recently has been rRootage, which I recently rediscovered after looking around on Flathub for unrelated software. ![Dodging a dense swarm of triangular bullets in level 8R, boss 5](https://sh.itjust.works/pictrs/image/0b26335f-9d2a-443f-b037-f8bbdabb8778.jpeg) This is an old favourite of mine. Years ago in high school, I snuck it onto some computers and later saw it on others, so people were definitely copying it around. rRootage is a bullet hell with all the extra stuff ripped out. Yeah, that's just about all there is to say about it. There are no minor enemies. Each level is a rush of five bosses. Each difficulty, from 1 to 9 then 0, has three hand-crafted levels, plus a fourth where the bullet barrages are created randomly using a genetic algorithm! All my footage here is captured from my attempts on difficulty 8. It features four game modes. There's a "normal" mode plus three modes with mechanics inspired by other shoot-em-up titles: Giga Wing, Psyvariar, and Ikaruga. Some bosses are so dense with bullets that the game actually starts slowing down. It even seems to me that the game is balanced around this. You get more time to figure out how to navigate a field packed with bullets and your ship moves slower, which lets you nudge around safely. It was originally released in 2003 by [Kenta Cho (aka ABA Games)](https://www.asahi-net.or.jp/~cs8k-cyu/), who has made a name for himself making shmups and quirky minigames. A few years ago, he updated it, and more recently, [someone ported it to Switch](http://victor.madtriangles.com/code%20experiment/2021/10/07/rrootage-port.html). He also created a markup language called BulletML for describing bullet barrages, which has appeared in some of his other games as well as in games by others. ## Getting the game rRootage costs nothing. [The official page](https://www.asahi-net.or.jp/~cs8k-cyu/windows/rr_e.html) offers Windows downloads. Some Linux distributions offer a package, and if yours doesn't, [you can get the Flatpak](https://flathub.org/apps/com.abagames.rRootage). (It's also free software released with the 2-clause BSD license, so you're free to mess around with its 2003-era C++ codebase, which features an obsolete version of SDL. Good luck building it from source.) ## Bonus video This is me somehow making it through a relentlessly fast bullet pattern on pure instinct. ![Narrowly dodging through rows of speedy bullets](https://sh.itjust.works/pictrs/image/c1f8e0f0-2349-479b-b462-2a0d538638f5.webm)
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Bonus: it also seems that the episodes have been rolled into the base game. [Full details of the anniversary update.](https://www.half-life.com/en/halflife2/20th) ![](https://sh.itjust.works/pictrs/image/081b1c88-44a2-4e4f-b394-4d4f9024014e.jpeg)
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https://dadako.itch.io/bad-pixels The developer occasionally uploads clips of the game.
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