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Review: Frog Climbers

The objective of the game is to be the first player to reach the top of the mountain. You have control over both your hands, and aim them using the analogue sticks of your controller, similarly to games like Octodad or Mount your friends.
You then use your triggers to grasp onto a ledge or rock. (An important note is you can not play this with a keyboard or mouse).

The game does a good job at keeping the game fun for all players. A lot of racing games suffer from the problem that as soon as someone gets the lead, the players in the back will never be able to catch up, and so they don’t have as much fun. In Frog climbers, occasionally a bug carrying a vine will fly next to losing players, which if they grab will then get a boost upwards. If players fall off the mountain, they will also respawn after 3 seconds near the player in first place. Although it seems they can fall as many times as they want, as I haven’t seen some sort of penalty. I would personally like to see a life limit or something along those lines.

Something pretty hilarious is you have the ability to grab other frogs’ limbs. You can grab their feet, knees, hands or backs. It will weigh them down slightly, and you can use them to swing or climb up. However, there is a timer where your frog will lose grip after a while to keep it from getting to frustrating for other players.

Although if you don’t like the idea of being able to catch up and win at the last second, you can turn on a modifier that will reward the player who has the lead, which will then be compared across all players once the end is reached. There are other funny modifiers to play around with like low gravity or one arm. As well as choosing modifiers, you can also generate a map type of normal or hard difficulty, or even a map filled with wheel obstacles for extra challenge.

The map generation is quite similar to the one in many worms games, except instant, which is quite nice.
You can choose between 5 different types of frogs, which could easily just be different colours, but I like that the devs took the time to give them different body shapes, patterns and such. The green one plays upside down, and climbs with their feet instead, which I found to be quite funny.
You can also race in solo against the clock in preset, daily mountains in order to try get a higher score on the leaderboard.

My main issue with the game is there’s no AI, and no online play, which means you can only really have fun in the game if you have friends over. Sure you can play solo, but I don’t think that would keep you entertained for a very long time. So it’s definitely a multiplayer game.

Overall, I think the game is super fun. It’s a simple idea, but very well executed! There’s a decent amount of content for the relatively cheap price, and if you have friends over, it’s definitely a fun game to start up and have a few good rounds. Although I’m all for local multiplayer, I hope the devs consider putting in AI or most importantly, online play in the future.

Review: Rocket Riot

Rocket Riot is an action game with silly characters and a lot of explosions. The game plays very simply. You can fly around infinitely, and shoot as many rockets as you want. The longer you hold the shoot button down, the further the rocket will fly.
The environment is completely destructible, and will respawn after a bit.

It’s really satisfying to blow everything up, as everything and everyone turn into small cubes, and your explosions cause ripple effects throughout the environment.

The character unlock system is very fun and simple. As soon as you kill an enemy for the first time, you can now use them as your own player model. There are hundreds to choose from as you progress through the campaign.

Speaking of the campaign, there are actually multiple to choose from, and each campaign has a huge number of levels, so if you enjoy the base gameplay, there’s a lot of content to keep you going.

The game stays fresh by introducing powerups, which range from triple rockets, to homing missiles, or power downs like screwed up controls or dud rockets.

As well as the powerups, different levels can have different objectives. Simple stuff like deathmatch or boss fights are the norm, but you can also encounter more experimental things like Rugby, or finding the hidden enemy.

A small note, I’ve got to say the music for the game is super fun to listen to. The main menu and battle music alike are really catchy!
One minor annoyance is the menu functionality, it feels like a mobile port, and can sometimes be frustrating to navigate. It’s not too bad, but could have been better.

Despite enjoying the game, I would love if there was some multiplayer mode. In the 2009 Xbox 360 version of the game, you could play with friends, but it seems that it’s gone now. The developers have said they’re thinking about implementing it in the future though, so I really hope they go through with it! It would really keep the game from getting stale over time.

Overall, I think despite the lack of multiplayer, and menu annoyances, it’s a fun and simple little game! Recommended.

Review: Rain World

The main premise of the game is to gather food, survive predators, and move forward throughout the world.
It can be very hard, and sometimes even frustrating if you don’t know what is going on at times. Which is what I will try to quell through this review.

The game starts off with a very nicely drawn cutscene that sets the basis of the story. Then it throws you into gameplay, explains a few basic things and leaves you to figure out the rest. Which sounds great to me, but I feel like 1 or 2 more important things needed to be taught. So in the first 30 minutes of my gameplay, I felt a bit frustrated trying to figure out what kind of game this is, but after that it was great.

As you explore the world, you need to feed yourself to fill your hunger meter. Once you’ve gotten to a certain point, you can then hibernate in a few specific locations. Upon doing this, you progress to the next day, and level up your character.

If you die, you will lose any progress you’ve made since the last time you hibernated. You will have to re-do the day and you will lose your level progress. The game can be quite difficult at times due to this, but it’s nothing keyboard-breaking worthy.

Most of the times, you will die to predators. They are quite clever for the most part. They follow you through small vents, up poles and can sometimes even cut you off from where you’re trying to go. It can be really scary, and the fact that the game most of the time has no music, but plays an intense percussion rhythm around enemies makes it even more intense.

The one other major threat in the game is rain. It basically plays the role of a timer in a day. You’ve got a set time to complete the day, once that runs out, rain will come pouring down from the sky and kill you. If you are underground, it will flood the place and drown you. Now this is really terrifying. The only way to survive it is by hibernating, so you need to gather your food fast throughout the day.

The movement and climbing is quite intuitive. You just use a jump button to get around, and move in the direction you want to. The pixel art looks really great, and the physics and animation look very fluent and work well together.

Overall, I had a lot of fun with the game. It’s very well made, and once you get over the initial bump of learning how it works, the difficulty can be very fun and rewarding!

Review: Snake Pass

Snake pass is a really well-polished and charming game that puts you in control of a snake. The controls are quite intuitive, and I picked the game up really quickly. Although you might struggle at times, it’s part of the game’s challenge and you’ll be able to retry every obstacle again until you get it right.

The controls are simple. You have the option to play with a keyboard, but I chose a controller as I found it easier.
One of your buttons moves your character forward, while another lifts his head upwards. This allows you to scale small obstacles in front of you. Finally, you have a grip button, which will tighten your body around whatever you are wrapped onto.

With these basic abilities, you can scale everything in the game. The fun comes in when you need to go up tall scaffoldings. The tricky part is not falling, so you need to make sure you wrap around poles on your way up to fight against gravity. The game really feels unique through its mechanics.

You have the ability to ask your little hummingbird friend to grab and lift your tail. This is quite situational and can help sometimes to counter the weight of your tail if you feel you’re about to fall off a ledge, but I found it can get in the way if you want as much “snake body” as possible to wrap around stuff.

Levels are quite large, and are littered with different kinds of collectibles, which incentivises exploration. Although it is all optional, and you can simply go for the main 3 gems needed to complete the level.

The music is really great, and made me feel super happy. It goes very well with the charming aesthetic of the game. The colours are vibrant, and the animations look cute. It’s nice to see a game with these kind of graphics again.

However, I have two gripes with the game. The first is the slight lack of checkpoints.
Sometimes you die and might lose 5 minutes of progress, and it’s frustrating to have to recollect the stuff you already did. I get not letting you keep the stuff you collected if you die, because it takes away the challenge of some of the collectibles. You could simply slither over a precarious beam, grab the coin, fall to your demise and then respawn, easy. Part of the challenge is coming back alive after collecting it. But it would be nice if the game could somehow checkpoint you as soon as you get to solid and safe ground, or perhaps just have a checkpoint waiting near deadly drops so you dont have to go aaaaall the way back after failing.

My second problem with the game is you need to move in a sort of zigzag motion to actually gain speed and move forward. It can be quite tiring if you are going long distances. I get that it makes sense, and snakes do that, but I would have honestly prefered just holding forward and moving like that. It’s not a huge problem, as it’s quite rare to do it so frequently, but it’s still an annoyance.
Overall though, I’m having a lot of fun with the game. It’s a really charming world to be in and the gameplay feels very rewarding! Recommended.

Review: Cook, Serve, Delicious! 2!!

Let’s start by saying that the food looks so delicious. Almost as if they were drawn after photos of real food. (I wouldn’t be surprised if that was the case). On top of that, the first game had 30 foods, where as this 2nd game has 180. That is a HUGE increase. Some fans of the 1st game might feel a bit overwhelmed, since you could memorize all the recipes in the first game. Now, that is a lot harder.

I’ll give a quick explanation to how the game works for people who have not played the 1st game yet. Customers will come up to the desk and order some food. Once you take their order, you need to press the corresponding buttons to add the right ingredients. For example, if they order a beef burger, you need to press M (for meat) to add the meat patty, then K for ketchup, M for mustard. Sometimes customers vary it up by asking for extra or fewer ingredients, so you need to be careful when making each meal. Most ingredients’ hotkeys make sense, like C for cucumber. However, occasionally you will need to add an ingredient like Chili sauce, which uses “H”. This is because the game tries to keep letters universal, and a lot of ingredients are shared between recipes. You get used to it after a while.

Now onto the new stuff in this sequel.
The game has added Holding stations that allow you to serve a lot more customers in a more efficient way. This allows you to, for example, prepare 6 German pretzels. They will stop cooking automatically as soon as they are done, and whenever a customer comes by asking for a pretzel, you can instantly give it to them. The only downfall is over the day those pretzels will become a bit less fresh. You can trash them whenever you want though, and prepare some new ones.

Holding stations also allow you to prepare side meals. Things like salads, which will increase the patience meter of waiting customers.

All of this does a really nice job at making you feel like you really own the restaurant. The game can be incredibly hectic, but it feels so rewarding when you do well.
More chores have been added to the game now. Things like throwing away trash, washing dishes, setting up roach traps are all small distractions in between serving food, but very important if you don’t want people to be disgusted by your restaurant.

As you play through the game you will gain the ability to unlock more foods and decorations for your restaurant.
In the first game, your restaurant automatically upgraded its looks as you went through. In this game, you unlock parts and have free reign over where you want to play everything, which is great. You can even place the same painting on the wall multiple times. It might look ridiculous, but you have choice. The only problem here is currently the restaurant customizer is clunky. Deleting objects is a separate menu that takes a few seconds to get to, and there is no mouse support so you need to move things slowly around. Hopefully that’ll become more fluent with future patches.

This time around, you can also play a mode called “Chef for hire” that allows you to work for other restaurants. Places that specialize in things like pizza, or Japanese food. This is a nice bonus way to just stick to a certain category of food if you feel like just making that stuff.
On the other hand, you can just work for your own restaurant, choose your available foods in the menu, etc.

Co-op is way better in this game. In the first game, only player 1 could cook, and player 2 served the food, which was very boring for the 2nd player. In this game, you can both cook and serve at the same time. It feels quite rewarding to work side by side and complete multiple meals at once.
Currently, the game is missing the funny story and emails that the first game had, but the dev has said they plan to add it in asap.

Overall, it’s just more of the first game, with a few new improvements here and there. That’s not a bad thing at all, because the first game didn’t really have any problems, in my opinion. The music is lovely, the visuals look great, and the gameplay is as frantic and fun as ever. I strongly recommend the game to anyone that is interested in it!

Review: Hide and Shriek

Hide and Shriek is a competitive multiplayer game where both players are invisible. Two players fight eachother in a creepy school, with the aim of scaring the living hell out of their opponent.
To win the game, you either have to earn the highest score at the end of the 10 minute round by collecting orbs and setting traps, whereas the second option is to scare your opponent 3 times in a row.

The catch is you are both invisible. There are multiple ways to reveal your opponent, and once you know where they are, you can activate your “shriek” which will trigger a floating head jumpscare on the enemy’s screen, and get you points.
If you shriek and your opponent isn’t close enough, you will be revealed for them to see for a short time.

The most common way to reveal your opponent is by catching them in a trap. You can collect different runes throughout the level, which all have unique powers. Sometimes you can set traps, and sometimes they will give you powers to remove any curses you might have. Runes can even be combined to give unique traits. Some can be very interesting, like sending your enemy to an alternate dimension to waste their time, or allowing you to dash through walls.

Some runes can be shot ahead of you, some can be traps set on the floor, some are on interact-able doors or closets etc. So there’s a lot to play around with.

The main way to get points is to collect orbs and put them on your altar. You can even pick up enemy orbs in order to set up traps. I like to put theirs behind transparent cupboards, and then trap them. The whole game is about outsmarting your opponent.

As you level up and get achievements, you will unlock customizables for your character, which is quite fun.

Most stuff is balanced quite well. Although I have a problem with 2 powers. One of them being a wisp that follows your enemy and teleports them to another dimension. Even if you see the wisp, it seems for no matter how long you run away from it, it will catch up to you eventually. I don’t know if there’s a long timer on it or if it just chases you indefinitely, but that just causes it to be more efficient to just run into it as soon as you see it to avoid wasting time.

The other one, is a power that reveals all runes close to you, and your opponent. It kind of defeats the entire point of the game if you can just see your enemy constantly through walls, there’s no investigation anymore. It’s not even that hard to get that power, and it seems a lot of people have realised it and are using it the majority of the time, which is why I prefer to just play with a friend and avoid using that power.

Overall, I really am loving the game. The aesthetic and music is great, the idea is fun and unique, and it’s just funny to hear your friend scream when you trap them!

Review: Planet Coaster

To start off, I have never played another roller coaster park management game in the past, so I don’t have nostalgia goggles or anything like that. I just found that this game is well polished, intuitive and fun.
When it comes to making your park, you never really feel like something is getting in the way of making it how you really want it to be, which is quite important.

One example would be placing objects on the terrain. You can put anything you want in most places. I put a bathroom ontop of a giant tower in my video, that none of my visitors could reach. And if say, you can’t place a ride somewhere because it’s not flat or there isn’t space, you can simply lift the ride above ground and it will automatically generate pillars. Finally, you can also morph the ground to your liking. Dig holes, build hills, flatten ground, which gives you a lot of options when it comes to placing stuff down or simply making the environment look nice.

When it comes to building rollercoasters. You can choose the cart/train type, can switch between multiple railing types, each with different attributes. For example, you need a chain lift railing to lift the cart upwards if it doesn’t have enough speed at that point, or you can place a rail which will stop the cart in place, to allow another cart on the same track to move to safety if you wish to have more than one per track.

Directing the track is also very easy. You can extend each section, lift it up or down, move it side to side or twist it by simply dragging it the way you want it to go. Finally, when you’ve completed the main path you want for your rollercoaster, and don’t feel like building the rest back to the finish, you can click “autocomplete” which will just finish the rest of the track off for you. A great option to save time!

A small detail that I really love, is if you modify a ride’s movement sequence, or create a roller coaster track, you will have to test it before opening it to the public. Dummies will be placed in the seats, and you need to make sure it is safe for humans. If say your rollercoaster is missing a track somewhere, they will fall of the rails and crash. Or if it doesn’t have enough speed to go up a slope, the cart will lose momentum and slowly drift back. It’s all physics based, which is a lot of fun when it comes to watching where you messed up as opposed to the game just popping up a text box saying “Unsafe track, try again” or something like that.

Something that will be very useful for people that will build intricate coasters, will be the use of triggers. You can place triggers along your track, which as soon as your cart will pass by, will trigger whatever object you have attached to that point. An example would be “As soon as the cart passed point A, make this thing explode and have it play this note out of this speaker”. I have seen some really great examples from talented creators of some awesome looking coasters because of this.

Other rides allow you to customize things too. Stuff like carousels will give you the option to change certain colours, modify the music that plays within the ride or change the entry price of the ride.

One of my favourite features is you can choose to watch your coasters or rides from multiple cameras. A cinematic mode, a mode that looks at the expressions of people riding it (So you can see the fear in their eyes or their nausea), or a camera from the point of view of the people riding it. You can choose which specific cart and seat you sit in, and just enjoy your rides as if you were on them. It’s great!

Putting rides down is very simple and intuitive. When you place it down you will be given a clickable checklist that gets you ready to easily put down whatever the ride requires, wherever you want. One example being “Place the ride exit”.

Paths are great in this game. They are necessary for your visitors to be able to go to everything in the park, so you must have a main path going through the entire park, and that main path must also connect to each ride. The good news is you can make paths look nice. You have a wide array of choices when it comes to the textures, but are also free to make the paths twist however you want. They can be perfect straight, curve, or even become stairs and go up or down.

Those are the basics when it comes to customizing the park. Management is the other half of the game.

You will get feedback on what people think of your park. Obviously everything costs money, so you have the option to change the park entry fee, but if you choose to make it free, then more people will be willing to visit the park in the first place. Sometimes people puke after coming out of a ride, so you will need to hire janitors to keep the place clean, but of course you need to pay them too.

Rides will break down and need mechanics, you can hire costumed entertainers to keep people happy.
People will be waiting in queues a lot, so it’s you responsibility to keep them happy while doing so. You can try shorten queue times, or place nice decorations around the queue so people have nicer scenery to look at while waiting. All of these small details really make the world come to life.

You have tonnes of financial statistics if you want to see what exactly is causing you to lose money, and what is bringing in the most income to efficiently manage your park. You can choose to market your park to a specific demographic, eg. teens or adults, and choose the platform to do it with, eg. posters.

Finally, to unlock more rides or buildings, you’ll need to research that facility. So if you choose to research family rides, when it completes you might now unlock a teacup ride. You also can choose how much of your income per month to allocate into researching it.

I want to quickly mention that the game has a few modes you can choose from in the main menu. Career mode puts you in an already existing park, with certain objectives to complete. (Like attract 800 guests). The interesting part comes more with the actual park you’re given. They each have unique themes and stories behind the parks. For example, the 2nd scenario places you in a canyon where a mysterious monolith causes all of your rides to break down more often. So for that scenario you will be required to hire more mechanics than usual. It’s a nice option for players that want to be given direction when playing the game.

You also have the option to play sandbox mode, which gives you unlimited funds and a huge environment, with which you can build absolutely whatever you want.

Challenge mode is a bit of a mixture. It allows you to build whatever park you want, so you aren’t given a scenario or existing park, but are given small challenges to try to accomplish.

Overall, I think the game is super fun. It’s very important that the creation is intuitive and easy. You can build awesome looking stuff without worrying about annoying obstacles. I love the aesthetic of the game. All of the models are quite nicely detailed, and you can choose to zoom in right up to them if you choose to.
The soundtrack is absolutely amazing, and the main theme got stuck in my head for days!
Additionally, you can download stuff from the Steam workshop and just plop them into your parks, which is a great option, and I’m happy to see that the developers seem to be very involved with the community. They take feedback and update the game often, and hopefully that will continue as the game grows older.
If you like the look of the game, I would recommend you pick it up.

Review: Domina

Domina is a strategic Rogue-lite game that has you maintain your resources, while at the same time trying to help your slaves climb the ranks of the Gladiator tournaments. It can be quite a complex and hard game, but I think enthusiasts of the genre will have a lot of fun with it.
You start off with 3 slaves of varying talent, choose which one you want to pit in the next battle, and watch them fight their opponent.

By default all fights are AI controlled, but if you purchase an upgrade that is available very early, you can take control of them and fight as a gladiator yourself. This is cool, but the AI seems to be more efficient in using all of their moves available.

If your slaves die in battle, they’re gone forever. If they succeed, they bring home a lot of money, resources, and train their stats up a bit. They sustain their damages after battles and need to be patched up. You can either do this by spending one coin and having them heal a small amount, or hiring a medic to speed up the process.

One of the choices you can make in the game is who to hire. There are loads of people to choose from, but you can only have a certain amount, and they take up resources everyday. One possible employee can upgrade your Ludum (The place you are training your slaves). Another keeps your people healed, while another can help you save a bit of food. It’s all choice, which is great!

So after you complete a battle, you have a set amount of time to do everything else you want until the next one begins. This includes purchasing resources, training slaves, healing slaves etc. Personally, I feel like the game could have done without this, because once you click on something to open up a menu, the timer pauses. So all you’re really doing is rushing to find what you want to click next, and then once you’ve clicked it you’ve got all the time in the world to make your selection and think about what you want to click next. I understand that they probably did it to only allow you to train a certain amount per day, but it can still be a bit frustrating at times.

You do however, have the choice to reject fights that are offered to you. In doing so, you will anger the host of the fight. There are 2 people that organize fights for you, and they chill at your Ludus all day. If you get on their good side, they will offer fights that are more beneficial towards you. If you shove them off, they will give you really unfair fights that your guys are bound to lose at.
To win these 2 over, you can bribe them with wine, or giving them secrets about the other host, etc. It’s a pretty interesting aspect of the game.

The big picture is that you want to win the grand tournament. In order to do that, you need to travel the country winning some really hard fights. REALLY hard. So in order to succeed, you must train your guys for quite a while, while keeping an eye on your resources.

Fighting is quite fun to watch actually. You feel like you’re a part of the crowd. It can get really intense sometimes because your best gladiator is on the line. If you throw a slave in without any weapons or shields, sometimes the crowds will toss things for them into the arena, but the slave needs to avoid the other gladiator to get it. I’ve seen a completely unarmed slave beat a shielded gladiator once. It was a really awesome feeling. I actually just threw that slave in there because I didn’t want him anymore, but he came out victorious.

There is a story. Although it’s nothing amazing, and easily skippable, I’m sure some people will get a kick out of reading the text boxes that lay the tale down. There are ocasional pop-ups throughout the game, kind of in the style of FTL, where you will be given a situation and you can choose how to deal with it. Depending on your choice, you might earn a new Gladiator, earn the trust of one of the 2 hosts or nothing at all. It adds an extra layer of Rogue-lite-ness.

Lastly, the soundtrack is so great that It’s a really unique experience, and the game is programmed to have the music kick in as soon as a battle starts, and it just feels so awesome.

One pretty major flaw, is that at the moment of writing this there doesn’t seem to be a save feature. If you feel like you’re done for the day, your run is over for good. You can’t come back to it. And your runs can be relatively long, so it would be a welcome addition.

Overall, it’s a really fun, and very well polished game. I think people who enjoy the randomness of Rogue-likes/lites will get a kick out of this. It’s brutal, but rewarding!

Review: Rise & Shine

You play as Rise, a boy tasked with fighting off the people destroying Gamearth. You have a gun called Shine aiding you in your battle, that allows you to respawn after dying. The game is filled with small cameos and parody versions of real video game characters like Sonic and Gears of War.

To shoot your gun, you must hold down the right mouse button and actually aim. This forces your character to slow down, as the shooting mechanics in this game are quite methodical as opposed to being run and gun. You can shoot projectiles out of the air to protect yourself, or hide behind destructible cover. To shoot out of cover, you must once again hold down the aim button, but in doing so you are vulnerable. This creates a lot of intense gun fights, which is quite fun!

As you progress through the game you will earn new abilities like switching bullet types to something that can pierce shields, or being able to shoot a bullet that you guide with your mouse, that you must then navigate through mazes onto boss weakpoints.

The pacing is quite good, and the game manages to mix up combat, bosses and puzzle sections quite well. On top of that, new enemies and traps are introduced throughout the game to keep things from getting stale.

The game’s aesthetic is great. It looks nicely drawn and colourful, and is complimented with some great music.

Although the game is funny when it comes to some lines of dialogue, or background easter eggs, the main story is quite serious, and is told in the form of Comic panel-like cutscenes. There’s no voice acting, but you hear a few grunts or one-word lines to get the gist of how a character sounds.

Although the game isn’t a platformer as a lot of people might assume, there’s a decent amount of secret chests to be found if you do a little bit of exploration. And I do mean a little. So far from what I’ve played, nothing has been insanely hidden or hard to get to, but it’s a nice feeling when you find that optional chest to upgrade your ammo count.

The difficuly is just right, where you don’t rage when you die, but it also isn’t something to blow through. There are a few moments that reminded me of Limbo in the sense that you need to be aware of your surroundings as you progress, or else you’ll die to some sort of environmental weapon your first time round.
Overall, I think it’s a really fun and solid shooter with an interesting world to accompany it.

Review: Rick and Morty: Virtual Rick-ality

Virtual Rick-ality feels like Job simulator, in the Rick and Morty universe, but a bit more game-y.
There are more mechanics such as puzzles, that make you feel like you’re playing more of a traditional game.

To start off, I want to say if you enjoy the jokes in the show, you will have just as much fun here. I felt like the writing and jokes were spot on. It felt like being in an episode of the show you love, which is great.
As for gameplay and interactivity, if you’ve played Job simulator, you will find that this game similarly, has a very acute attention to detail. The way you interact with objects in the world is intuitive and feels right. (Although sometimes closing cupboard doors was a bit finicky.)
In perfect Rick and Morty fashion, objects in the environment and situations that happen will surprise you.

The main difference I noticed between this and Job simulator was that there are actual puzzles. Although I loved Job Simulator, it was evidently an easy game that’s meant to just make you laugh. There wasn’t much thinking involved.

This game, on the other hand, has several puzzles that push you to really think in creative ways. There was one particular puzzle that stumped me and a few of my other friends for quite a decent amount of time. To the point that we all got frustrated and it actually slowed down our enjoyment of the game for a while until we managed to solve it and get back on track. (It was pretty satisfying when we did accomplish it though).

The game mainly takes place in one small location, but there is a lot to explore within that area. On top of that, you will also transport to 3 other locations briefly (Similarly to Waltz of the Wizard).

Although the game is relatively short, and you can beat it in approximately 2 hours, I’ve found myself at about 4 hours so far just messing around and finding all sorts of really fun easter eggs, hidden collectibles and new ways to interact with some of the cool gadgets available to you.

This has been one of my favourite VR experiences thus far, and although I can absolutely see how the full price can be too high for some people, I understand why the devs have put it up this much. VR development is currently not very profitable, and the game really is super polished, and filled with love, so it really does deserve the asking price.

I think if you go into the game knowing you’re in for a more-or-less short but sweet experience, you will leave very happy.