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Recent reviews by ExileCast

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Showing 1-10 of 149 entries
No one has rated this review as helpful yet
6.6 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

The Deck Builder Roguelike style is very well established nowadays, making it difficult for a title in the genre to captivate most players without drawing comparisons to games like Slay The Spire. Knock on the Coffin Lid presents itself as a title where the strategy revolves around understanding the deck of cards you have in hand, along with the possibility of collecting cards along the way to overcome all enemies encountered, set in a very dark mist that captivates with its equally morbid story. This positions the game as a unique experience in a genre that has become increasingly popular in recent years.

Story and Atmosphere

The story unfolds in a medieval world embraced by the shadows of darkness, where humans, elves, dwarves, and demons clash, standing out due to its rich narrative. The player begins their adventure in this world as a hero who has been resurrected, tasked with navigating the consequences of a war while piecing together the story behind their own death and rebirth. Beyond its addictive gameplay, what makes the game even more appealing is its branching narrative, where every choice made impacts the path the hero treads, shaping all encounters for better or worse.

The player will move across a kind of board game, leading to the next encounter, where they may face a variety of situations. This can include small text choices that do not result in battle, narrative events that end in confrontation, and a range of completely random possibilities.

The world-building is undoubtedly one of the game’s strengths, with visuals painted in melancholic, mysterious, and shocking tones. The entire adventure is filled with grim landscapes and terrifying enemies, accompanied by an exquisite soundtrack that together immerse the player into its world. The story cutscenes aren’t just snippets of text describing the encounter; these moments are also reflected in the combat, where the player tries to defeat any type of enemy they face. To illustrate, there’s an encounter with an elf trying to shoot an apple off a captured dwarf’s head with a bow and arrow. When the player interrupts, the elf misses the target and hits the poor prisoner in the forehead with an arrow. This same image is carried into the battle, should negotiations with the elf go awry. These simple but thoughtful details show the game’s attention to depth.

Gameplay and Mechanics

Knock on the Coffin Lid offers traditional roguelike deck-building mechanics but adds its own essence to the formula. The player builds a deck with cards that represent attack moments, abilities, and defenses, choosing a character class that determines their starting build. Each run is unique, marked by the possibility of upgrading or collecting cards, discovering potions with various effects—such as healing potions, bombs to damage enemies’ defenses, among others—and even adding characters to the group. Though the player doesn’t directly control these characters during gameplay, they serve as an interesting addition and a significant aid in the fight against the forces trying to defeat the main character.

The roguelike progression means that defeat is more than likely, but each run contributes to overall progress. Players collect resources, unlock new cards that can improve the performance of future runs. Each character presents a different class, only available after being unlocked. To achieve this, the player must go as far as possible to earn points for this purpose. The difficulty in certain moments can be quite punishing, especially for players unfamiliar with the genre. However, the learning curve is highly rewarding as players begin to grasp the complexity of each card deck.

Conclusion

Knock on the Coffin Lid is a solid addition to the genre, offering an engaging story, interesting characters, and deep strategic elements. Its dark fantasy setting and narrative choices provide a distinct flavor, setting it apart from others, making it a perfect choice for anyone looking for an exciting deck builder with lots of personality.
Posted 17 September. Last edited 17 September.
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2 people found this review helpful
1 person found this review funny
1.8 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

Old games evoke an inexplicable sense of nostalgia, acting as true time machines that transport us back to moments when the main concern was simply having fun with friends in the world of video games. Abathor captures that essence, combining elements from classics like Castlevania and Golden Axe, mixed with it typical features of a retro game, including the limited gameplay.

Story

In this adventure, the fate of humanity lies in the player’s hands after the Atlanteans anger the gods by destroying their continent. In response, demonic forces are sent to wipe out the human race. Players can choose from four characters and embark on this mission alone or with up to three friends in local co-op mode, forming a group of heroes whose goal is to close the portals of Abathor and send the demons back to their place of origin.

The premise of the game is simple: finish each level, set in a unique biome with specific enemies, and progress as far as possible with the lives available until the main mission is completed. Although the idea is straightforward, the real fun comes from playing with friends. Each character has their own weapon and stats, such as damage, defense, and agility, allowing for different approaches and styles of attacking enemies. Additionally, it’s possible to visit shops at specific points in the levels, where players can upgrade their equipment.

Beyond basic attacks, players can find items like healing potions, creature summons that help in critical moments, and active abilities that deplete after a few uses. The classic arcade style is very much alive, with increasing difficulty as levels progress and the limited number of lives, represented here by coins. Lives are shared among players, and when one player loses all their health, they can be resurrected at crystals scattered throughout the levels. If all players die, a screen with a typical arcade timer appears – “Insert Coin.”

Each biome offers a series of levels that culminate in boss battles, the most thrilling moments in Abathor. These encounters feature mythical creatures, like the Kraken, making the confrontations even more challenging and rewarding.

Gameplay

The gameplay does have some flaws. Jumps feel heavy, and in certain parts of the game, it’s crucial to be quick and precise, which can result in fatal damage. Character movements are limited, and the lack of fluid control over actions can lead to frustrating moments. There are no defensive options other than dodging attacks with jumps or using the dodge ability, which is undeniably the safest option.

An interesting addition would be the implementation of modern features, like the option to save progress after completing a level. As it stands, if the player doesn’t finish the game in one session, restarting means starting over, without keeping any upgrades. Investing significant time in a previous session only to return to square one can make things a bit difficult to manage.

Conclusion

Despite these limitations, Abathor is a faithful homage to the side-scrolling arcade style, offering a nostalgic experience that certainly recalls the old adventures of classic games. Unfortunately I find it difficult to recommend, it pains me to say, due to the previously mentioned points of frustration.
Posted 11 September.
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2 people found this review helpful
11.1 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

Sunset Hills is a delightful adventure that takes inspiration from classic point-and-click games like Monkey Island and Broken Sword. It’s one of those instances where the visual appeal truly draws you in. The game’s warm colors and inviting art style exude a comforting, familiar vibe—almost like a friendly hug at sunset.

Main story

The story centers on Nico, a charming dog who turned to writing after his military service, during which he forged bonds with various characters we meet as we journey through the game’s unique settings. These locations have a distinctly European feel, especially the first area, which appears to be inspired by Lisbon, characterized by its vibrant houses, staircases with many steps, and even the light that is so recognizable not only to its inhabitants but also to the tourists who visit its streets.

Like said previously the plot focuses on Nico’s efforts to reconnect with his old military friends, now spread across different cities. However, reaching them requires solving various puzzles and unraveling mysteries. Unfortunately, the primary storyline seems to take a backseat to these secondary activities, leaving the narrative feeling somewhat disjointed. I couldn’t help but feel a bit let down by the lack of focus and depth in the story.

Graphics

Artistically, Sunset Hills is a treat, presented with a mix of 2D characters and 3D environments. It is also a very cinematic game, with quite interesting points of view and cutscenes that help the player get immersed in the plot. Adding to all this, it features one of the most interesting main menus I’ve ever seen, designed like a diary that Nico carries with him during his train journeys.

Gameplay

Gameplay-wise, Sunset Hills demands a lot of exploration to solve its puzzles, which can often be frustratingly blocked by the need to first discover something unrelated in another area. This can lead to unnecessary frustration, and the addition of hints would have been helpful. The two chapters provided by Cotton Games took me 11 hours to complete, with more to come in future releases. I was left with that “it wasn’t enough” feeling, having invested so much time only to be left waiting for the story’s conclusion.

Conclusion

Despite these drawbacks, Sunset Hills offers a compelling experience, guiding players on a scenic train journey around the world.
Posted 25 August.
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3 people found this review helpful
14.3 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

Video: https://youtu.be/Z1k7uuRQFms

Creatures of Ava is a family-friendly experience and therefore, comfortable. Who hasn’t spent hours searching for adorable creatures in vibrant, joyful worlds, with the aim of collecting them? In Creatures of Ava, the premise is similar, although the main objective is a bit different. This is an experience that overflows with affection, carrying a touching story that shows players the importance of bonds between individuals, understanding different ideologies, and finally, the cycle of life and its self-regeneration.

As expected, the player will fill the screen as the main character of this adventure, taking on the role of Victoria Hamilton, an environmental scientist working for an intergalactic organization. “Vic” and her team’s mission is to save the vibrant planet Ava from an infection called “The Withering.” To do so, it’s necessary to evacuate all of its fauna and flora to a sort of Noah’s Ark before everything becomes corrupted. The game is marked by solving small puzzles, entirely connected to using the various creatures available in each region. There will be moments of reflection in their resolution, but also moments of action, where confronting creatures will be inevitable to free them from the infection that plagues the entire planet.

Creatures of Ava is primarily a story-driven adventure. However, its gameplay is perfectly connected with the plot, creating a magical and highly immersive tale. After landing on the strange planet of Ava, Vic finds a sort of staff with a magical aura called the Nafitar, which she uses to heal creatures infected by “The Withering.” After freeing them from this malicious control, Vic will have the opportunity to enchant them by playing their specific melody. Each creature will have a pair of abilities that make them distinct from the others and will help the player in various tasks, such as pushing heavy stone pieces, jumping on sticky platforms, or opening paths for ground traversal to other areas.

The combat itself is easy to understand. It involves using the Nafitar to fire a beam of light that envelops the creatures in a healing aura, eventually freeing them from the infection. However, not everything is simple, as some creatures are easier to heal than others. Even so, Vic can trap several creatures in her beam at once, creating a fascinating game of control and positioning. If she takes damage, the beam will be interrupted, and the player will have to repeat the healing process.

In addition to the creatures, the inhabitants of Ava who can communicate with humans, the Naam, a race with owl-like human traits, carry the heavy burden of their history. The narrative is told through side quests where the player helps each individual resolve their conflict, which culminates in a better understanding of their mission. Each Naam, whether a tribe mentor or not, quickly becomes a memorable and impactful character for the player. Each personality trait is conveyed through the dialogue, creating a fun and exciting atmosphere, set against a backdrop of cozy colors like green, purple, and pink.

One negative aspect I have to point out is the pacing. After nearly 15 hours of gameplay and a lot of side content, I found myself in the final area, only interested in completing the main mission, largely due to the frankly tedious side quests that require a lot of walking to complete. Yes, there are fast travel points, but even so. The world, though limited, gives the feeling of an open world, and while there aren’t any relics to collect, it’s possible to upgrade the character, such as increasing the number of items that can be placed in Vic’s backpack or extending her health bar. Another downside was its performance, as in certain areas, there are noticeable frame drops, which is inconvenient.

In summary, Creatures of Ava presents itself as a delightful experience with some interesting story twists that culminate in a heavy ending. Its inspiration from Nintendo titles is quite evident, but its dedication to memorable characters and a cozy atmosphere gives it all the tools to stand out from other titles in this genre.
Posted 21 August. Last edited 24 August.
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2 people found this review helpful
0.6 hrs on record
Baby frog, doo doo doo doo doo doo
Baby frog, doo doo doo doo doo doo
Baby frog, doo doo doo doo doo doo
Let's climb a mountain!

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Posted 2 August.
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8 people found this review helpful
3 people found this review funny
2
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6.3 hrs on record
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It's awesome.
Posted 23 July.
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No one has rated this review as helpful yet
2.0 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

As fantastic and enjoyable as automation titles may be for some, this genre has never appealed to me. To my astonishment, after seeing “The Last Alchemist” for the first time on my X timeline (formerly Twitter), I encountered an experience brimming with care, special attention to narrative, and an engaging atmosphere in a magical world. After all, how else can one talk to creatures that look like mushrooms?

The first visual impact of this title feels like stepping into a fairy tale, with its serene colors and immersive environments. Yet, the weight of its narrative is immediately felt. The story follows the main character, an alchemist who has retired from his craft, afflicted by a disease that has already claimed his leg and threatens to worsen. With no solution in sight, his last hope lies in the hands of his former mentor. To seek guidance, he must return to a place where he was once very happy. However, his mentor has passed away, leaving his old laboratory at the mercy of whoever finds it. As the last alchemist, the player must roll up their sleeves and work to find a cure before it’s too late. But there’s no rush, as this title never pressures the player with time limits, except for the day and night cycle and the energy bar, which, if depleted, will simply cause our protagonist to wake up in his beautiful and grand bed.

Indeed, this point presents a contradiction. The story directly addresses the disease, making the player the sole hope for preventing a fatal outcome as the disease progresses. However, it provides ample time to explore the world and complete tasks at one’s own pace. Despite this, the story is interesting and well-structured, with characters that are charming both in their graphical style and in the traits revealed through their dialogue.

The world is modest in size but offers plenty of resources to collect and places to unlock as the story progresses. Even without fast travel and with a prosthetic leg, the character moves quickly, though there is no jumping ability. This omission doesn’t seem necessary, as there is no combat against enemies. While it can feel like a chore to travel to specific locations to collect ingredients, unlocking new map areas makes the journey more appealing.

In this world, all obstacles can be overcome with alchemy. From collecting stones in mining areas to unlocking previously inaccessible paths, everything relies on using specific tools and finding the perfect combination for each task. This is where the puzzle aspect of “The Last Alchemist” shines. You need to research the combinations of each collectible resource to get the correct form, which undoubtedly requires spending some time understanding the necessary connections. In the end, the process is gratifying, much like solving a math problem. Additionally, there are tools that make menu navigation easier, such as the ability to pin the needed resource and its connection to avoid losing track of your thought process. The same applies to the furniture-building aspect, allowing players to create a cozier environment.

Unfortunately, the “drag and drop” mechanics left much to be desired. When opening the menu to place a required resource on the mixing table, it often proved clunky and difficult to position the object correctly. More often than not, I ended up dropping it on the floor instead of the intended spot.

Collecting the necessary resources for mixtures in “The Last Alchemist” can be quite tedious. It’s easy to create an unintended combination, and there’s no way to recover the elements after mixing. This can be frustrating, as this mechanic is central to progression in the game, creating a repetitive and sometimes frustrating cycle.

Despite these minor hiccups in the story’s progression, my time spent as the last alchemist was thoroughly enjoyable. The puzzle solutions are intriguing enough to provide a refreshing break from the resource-gathering frenzy, delighting the most curious fans of both genres.
Posted 22 July.
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1 person found this review helpful
6.6 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

Visually appealing, with an intriguing premise centered around a sci-fi plot, Biomorph emerges as a standout in the Metroidvania Platforming genre.

Following the story of Harlo, it quickly becomes apparent that this peculiar character suffers from a memory lapse regarding the events leading up to waking from cryo sleep in a mysterious spaceship. Upon reuniting with his friend, Kleio, the adventure begins to free him and uncover the mystery surrounding the area where they landed and why they ended up there.

Although the story is linear, it allows for a journey filled with unexpected allies, flashbacks of small memory fragments, all encapsulated in charming little cutscenes.

Harlo’s combat system is quite captivating. It is highly responsive to controls, features satisfying combos, and offers a plethora of interesting attack combinations, allowing each player to tailor their gameplay style to a specific build. This is all thanks to the Chip feature, which can be discovered throughout the adventure or purchased from a specialized shop, each with its own unique ability, including ranged attacks and more. These Chips have a cooldown period, preventing infinite use. Additionally, there are Mementos, which are passive abilities offering benefits like healing, critical damage, and increased damage, among others.

The most interesting concept of Biomorph is directly tied to its name. Inspired by Kirby-like mechanics, where it is possible to acquire the abilities of others through enemy absorption, in Biomorph, the main character can also absorb the DNA of monsters and control their abilities, whether they are offensive or mobility-related like higher jumps to reach elevated areas. Another intriguing aspect of this mechanic is the ability to become stronger in a specific monster’s body the more times you capture its DNA, allowing for the freedom to transform into that form with the press of a button.

As with all Metroidvanias, there are many areas to explore, and many of them cannot be accessed until certain abilities, in this case, monster Morphs, are acquired. Another interesting aspect is the premise of repairing the city to unlock new areas, giving a sense of community to a zone plagued by sad news and serving as a refuge for a pair of interesting characters.

Unfortunately, the boss encounters are not memorable enough to mark a significant point in this adventure. Once you recognize each one’s attack pattern, it becomes tremendously easy to adjust your combat style.

Biomorph exudes a special charm. From its animations, cutscenes, characters, to its engaging combat, it becomes an experience that will delight fans of this genre.
Posted 7 July.
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1 person found this review helpful
9.3 hrs on record
You can read my other reviews here! [www.indiecornergames.com]

The dream of living in an enchanted land, filled with fables, mystical beings, and a lush, endless forest, has always captured the imagination of many children. Fabledom allows players to experience a piece of this magical world, letting them build their own enchanted kingdom.

I stumbled upon Fabledom in my Steam search feed unexpectedly. Although the City Builder genre isn’t my usual choice, this game stood out with its unique graphic style and overall charm. It creates an enchanted world where humans can live harmoniously with fairies, cyclops, knights, and princesses. From the beginning, players are welcomed by a guiding voice that accompanies them throughout the adventure, referencing well-known tales and becoming a friendly narrator, commenting on choices and telling the story of the player’s created adventure.

The game’s objective is to build a city that can withstand different seasons and fend off unfriendly forces from neighboring kingdoms, all while seeking love in those kingdoms. Although it doesn’t feature a “flesh and blood” main character that you can actually see, Fabledom invites the player to enter this enchanted world with its method of creating diplomatic relationships and even allowing the choice of a preferred romantic partner. This is an unusual but quite fun mix, where the story ends up being shaped by the player’s small choices.

Building a city, managing resources, and maintaining friendly relations with neighboring kingdoms might seem daunting, but it’s actually quite relaxing. The game introduces small challenges gradually, allowing players to adapt to new buildings and residents, without ever leaving the player confused and without direction. However, some resources take time to produce or gather, so maintaining a balance between the population and resources is crucial to avoid shortages. There is no sense of pressure to build a certain building, although there are small side quests that can be a bit tricky due to resource logistics and lack of time to complete them.

Regarding the story, its direction is entirely affected by the player, by their romantic decisions or the enmities they will build with neighboring kingdoms. In this sense, I believe there is some replayability, and the player will be embraced by different lines of text, bringing a laugh or two throughout the process. These romantic relationships also impact the kingdom itself, as courting a certain character requires building something to please them. For example, to court the local Bard, you need to construct musical elements throughout the city, such as a building that will be occupied by kingdom residents, turning the town into a daily party.

Fabledom is perfect for those looking to escape routine and relax, spending hours in a peaceful experience of building their own fairy tale. I genuinely believe this is something that can appeal even to those who don’t make City Builders a regular “diet.”
Posted 2 June.
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2 people found this review helpful
1 person found this review funny
2.6 hrs on record
After all that frenetic action, I will leave the cat here, so that everybody who passes by can pet it.

      />  フ
      |  _  _ l
      /` ミ_xノ
     /      |
    /  ヽ   ノ
    │  | | |
 / ̄|   | | |
 | ( ̄ヽ__ヽ_)__)
 \二つ
Posted 20 May.
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