Well, it seems that some nice sequels are coming out at the end of this year. So if you remember finding yourself waking up in a bedroom, after a long fall; If you remember answering a strange phone call in that strange bedroom, from some unknown, but already pretty annoying person/thingy; If you remember making your way through lots of crates, doors and strange contraptions. And most importantly, if you remember what a "BackDoor" is, then your almost 3 years long wait is over!
(If not, please go here first, as no sequel should be played before its prequel)
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It has been said that everything in life is a matter of perspective; that everything is a matter of
viewpoint. Well, in the new game by Bryce Summer, Viewpoint - A Game of Perspective, viewpoint is the main thing that matters. What does that mean, and how changing my viewpoint can help me beat levels in a platform game? That's a good question. Stay tuned.
It's been over a year since we left Daniel and llehctiM in their quest, but now it finally continues, in The Splitting: Chapter 2, by Fireberry Studio. llehctiM advises Daniel to go to an asylum, where a small group of people who got split are living. This group might have seen Daniel's reflection, and might help him to find his mirrored twin. Will he manage to find his reflection? Stay tuned.
Those of us old enough to remember the early 1990's (sadly, I do) may also remember playing the original Monkey Island series. At the time a heavily-pixelated Guybrush and Le Chuck were at the forefront of design and a list of controls on screen were praised as a flawless innovation in Adventure gaming. 25 years later thankfully the world of graphics has moved on and those images are a fond memory of what life used to be like, however Monkey Island's low-res animation appears to be coming back into fashion. Amongst many other games we've had The Last Door series and three installments of CGDC winner Deep Sleep, and now we have The Darkside Detective to get our teeth into.
I don't have many game developers' sites bookmarked, but Eyezmaze is one of them. So when I go through and check these sites at midnight when really I should be sleeping, not really expecting anything because, hey, developing a game takes time, I'm going to play Grow Cinderella when I find it. Don't regret doing so either.
Short and cute, the game is played in typical Grow fashion: click panels to apply the chosen object to the scene. Each time an item is added, the objects already in the scene have a chance to level up and "grow." Some objects build off each other, and the game requires a specific order to achieve to the ultimate ending of the game. With only six options, most players, especially those familiar with the Grow formula, should have no trouble tweaking their first attempt to max out each panels level. The simple mechanics (and story!) also make it great to let children play.
Speaking of the story, it unsurprisingly follows the classic story of Cinderella. You must help the (strange, wizardly) fairy godmother get Cinderella presentable to go to the ball. You have the aforementioned and pictured six items to do so, and it'd probably be best to get her there before midnight, so start, um, growing? these objects!
Here at Jay Is Games we like our games a little strange and wacky, and Jake Hollands delivers that in spades with his offbeat sci-fi incremental game Spaceplan. You find yourself adrift in space with most of your systems out of commission, not sure what's going on or even where you are. It's up to you to get those systems repaired, find out what the heck is going on and try to sort it out. By clicking, of course! Spaceplan is a title that's tough to feature in a review without giving too much away, because so much of it's about learning about your situation and developing innovative — alright, utterly outlandish — ways to resolve it all. Spaceplan is fairly brief, something you can finish in a day or so — rather than something that stays around in a browser tab somewhere until you're ready to start charging rent — and it has plenty of ingenuity and creativity (along with a couple of naughty words, which we should probably alert you to). Unlike the vast majority of incrementals in which you click to buy things which give you bonuses and which only exist conceptually, here Jake has actually implemented them in the game as the other genres do and the results are palpable and a major improvement to the gaming experience. Even your craft's console is whimsically implemented, with vital functions designated things like, 'Word Outputter', 'Planet Looker', and 'Fact Holder'.
Acclaimed bitwrangler zillix (exposure, denudation, endeavor) emerges from the pixel mines once again for Ludum Dare's Ancient Technology game jam, and are we ever glad he did! Someone needs to get the lights on around here, and in his new anachroma that means doing it one color at a time. In the classic style of metroidvania games you'll be toodling around an increasingly sophisticated map, but your accessible range will be limited at first and increase as you discover new abilities and game mechanisms that bring on new game mechanics and freedom. Right from the start, a new mechanic helps you survive long falls — and encourages exploration — with what we like to think of as Retroactive Fall Avoidance: fall beyond a certain distance and you'll crash hard, but the game will then courteously rewind you to the last ledge you were on minus anything you may have acquired during the fall. This neatly enables you to repeat the process several more times a la Groundhog Day until you find a better approach, but we like the encouragement to explore that anachroma provides along with that charitable approach.
There's all the ingredients for a good robot heist. You have switches, lasers, guard robots, valuable loot, two endings, and robots.
Val (alias: Vertibot), a robot who can only push things vertically, has plans for the ultimate heist. A heist so big that not even the master of vertical pushing can do it alone. Val needs Harry (alias: Horibot), a robot who can only push things horizontally, in order to pull it off.
Arrow keys move, pressing x or space will switch bots (the activated bot will have a red light in the middle), r resets the level, and z rewinds time. You're close to the end of a level only to push a block too far? Pressing z undoes your mistake, so you don't have to redo the whole level!
Some of the larger levels really shrink the graphics on screen, but never to the extent that I couldn't tell what was going on.
You have only a few in-game days to create your life and a foundation for your future family. Your career choice now will affect your descendant's aptitude for athletics, academics, and creativity later. After your character dies, the "value" of their life will be analysed and you will start the game over, with improved stats and wealth. This concept, which sets A Goody Life apart from other simulation games, is similar to the game Viktor the Nth. Interestingly, A Goody Life incorporates investing in antiques, and Intelligence and Creativity can be raised by using The Internet.
I woke up today with a strange feeling. I looked in the phone and saw it is Wednesday. I made my coffee, looked at the calendar and saw it is Tuesday, opened the radio and listened to Friday's evening news. But I started suspecting when I got the Sunday's newspaper. Nobody gives Sunday's newspaper at Thursday, or was it Monday?
So what are you escaping from this week? It's summer time, nobody wants to be at work (or cleaning out the fridge.) Lots of people are getting kids ready to go back to school, there are plenty of good excus umm I mean reasons to take a brief escape. Whatever yours is, here are a few tasty escape games served up for you. Check out the menu, we have Strawberry Café, Primera, and Ichima Game. Why choose? Indulge.
After ten years and seven instalments the artist formerly known as Jonbro wraps up the point-and-click 'Riddle' saga with the immensely enjoyable Riddle Transfer 2. Be warned that there are plot spoilers ahead but come on, seriously the series is ten years old. That's like me telling you Brad Pitt and Ed Norton were the same person. You should already know this stuff.