Dinkum (Early Access): A Farming Sim as Fresh as The Outback

One of the most contradictory genres in videogames is the farming/life sim. In theory, they are wholesome sandbox games with emphasis on relaxing and getting lost in their worlds. In practice, however, they are anything but that; instead, players must juggle massive laundry lists of daily tasks and NPC relationships with a suffocatingly tight in-game day/night cycle, all with the most punishing stamina system outside of Dark Souls. Animal Crossing in particular doesn’t quite suffer from these particular grievances, but thanks to real-world time being incorporated into gameplay, players are punished for not booting up the game EVERY SINGLE DAY, turning an escapist little world into the same stressful ritual you have to do IRL. However… one farming sim would appear in 2022, and win the hearts of thousands of users. Dinkum, while only in Early Access, is already being pegged as one of the highest rated games of the year. The reviews I’ve read seem to imply one thing: that it is, in fact, a farming sim that is ACTUALLY relaxing and quaint. I just had to know if this was true, so here we are.

In Dinkum, your customizable character notices an ad to accompany an eccentric old geezer named Fletch to an untamed land. Sensing your only opportunity to escape your dystopian life in South City, you join Fletch, and fly off to this land, seeking a better life. What awaits in the Australia-inspired wilderness?

What’s immediately noticeable about Dinkum is that it does absolutely nothing new for the genre in terms of gameplay. As a hybrid of Minecraft, Animal Crossing, and Stardew Valley, it has all the stuff you can expect. You gather resources, craft stuff, raise animals, plant crops, cook food, fight predators, bribe NPCs with presents, and try to fulfill a myriad of satisfying milestones as you do it all. There really isn’t much to say about these mechanics, since they’re more-or-less what you’d expect. The only novel thing are licenses, which are essentially your qualifications to buy and use various types of items. You spend Permit Points, earned through milestones and daily tasks shown in your journal, to obtain these Licenses. It sounds like an arbitrary gatekeeping mechanic, but I found them very satisfying to unlock over time. I’m looking forward to unlocking them all eventually. Keep in mind that the game has the time-honored tradition of setting yourself on fire if you touch a campsite.

What makes Dinkum so great is how all of these basic mechanics fit together. The most important aspect is how it handles the march of time. In-game days go about as fast as you can expect. However, here’s the real kicker. Similar to Garden Story, staying up past midnight FREEZES the in-game clock indefinitely, with the only penalty being a reduction in base stamina. Stamina, however, is much more tolerable. While it decreases in a manner similar to Stardew Valley, eating food will restore it, and unlike My Time at Sandrock, you have access to plenty of plants and cooking right out of the gate, so it’s no problem stockpiling a good amount of food. While it’s not recommended to do anything dangerous during the late night, it’s still a phenomenal security blanket for any last-minute tasks in town (even if your character looks miserable the whole time).

The other standout feature is its building mechanics. You decide the entire layout of the town, down to every single building and decoration. Right now, my town is a rinky-dink little splotch in the middle of nowhere, and I look forward to seeing it grow over time by my own hand. The building system is also intuitive and easy, plus you can relocate buildings and terraform the environment itself. 

As definitively amazing of a game Dinkum has been thus far, it’s actually tricky to recommend. After you recruit the first resident to the town, the game sets you free, which sounds great, but comes with the caveat of no more tutorials. This means you must learn how to do everything yourself. You pretty much need knowledge of games from three different genres; scratch that, it straight-up EXPECTS that knowledge. Fortunately, the brilliant design of the License mechanic is a great teacher. As you acquire licenses, new ones unlock in a logical order to introduce new mechanics organically. 

Unfortunately, there are still some early-game grievances. For starters, you can’t store most bugs and fish in crates (plus they don’t stack). Also, convincing visitors to move in permanently is an investment and a half. They only visit for one day, and since you can only do one favor a day, you’re not exactly going to win them over immediately, and have to wait until RNG decides their return. As per tradition, these guys can ask for items that are very rare or remote, plus they have specific food preferences that aren’t tracked in any way, shape or form, as far as I could tell.

Fortunately, these flaws actually feel justified ONLY in Dinkum. In fact, it might be programmed this way on purpose. Shops aren’t open 24/7, and they are always closed at least one day a week. Because of this, you can—and will—actually make mistakes in Dinkum; your only penalty is reduced efficiency. Because of how Dinkum is structured, you can actually take the time to learn its ins and outs (it took me over ten hours to learn how to grow trees). You have time to do things, or nothing if you really want to. Any frustration I felt from Dinkum was because the instincts from other games like it took over.

In any case, Dinkum wants you to take your time, so keep that in mind if you do gaming as a job, and are required to beat everything in a timely manner. Dinkum is straight-up not meant to be steamrolled through. Plants take a minimum of a week to grow, and those Permit Points don’t exactly grow on trees either. If you undertake this endeavor, you better prepare to enjoy a slow life of leisure! It’s actually quite the experience for me. Whenever I boot it up, I never really have a plan. Sure, there are goals to work towards in the long run, but because there’s no viable way to gun for those, I’m forced to take each in-game day as it comes. There’s something wonderful about it.

One of the objective flaws that I’m sure have been pointed out is that the NPCs are souless. They’re so unremarkable that they have the same EXACT text as one another. However, I kind of believe that’s a good thing. Romancing isn’t an option anyway, so why make NPCs likable enough in the first place? Also, again, the lack of depth in your relationships just removes another mountain of daily rituals that you would have otherwise had to do. Besides, is it even realistic in other games like this? All you do is grind up their favorite thing (which you generally need to find out through trial and error or a guide), and gift it to them over and over and over again, until—suddenly—they have enough of that same thing like Clark Griswold’s boss in Christmas Vacation to want to marry you. Platonic relationships are better!

Another caveat that I’m pretty sure is just unavoidable even for Dinkum is the inevitable emptiness from having nothing left to do. Eventually, you’ll be flush with cash that you have no use for, with crops and resources by the thousands that you don’t need to sell, and enough Licenses to fill a wardrobe. I’m pretty sure this will happen no matter what. The fun comes from progressing to reach that point more than anything, and it’s a journey I’m more than willing to make with Dinkum. Lemme tell you… it’s gonna be long. 

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Current Verdict: 9.65/10

Dinkum is well worth the hype and price. It’s the Animal Crossing/Stardew Valley that actually manages to be what it says on the tin. I’m very much looking forward to seeing how it evolves over the course of its Early Access period, and I suggest you hop aboard as well, especially if you’re sick of those other games.

Monument Valleys 1 & 2: What If Fez and Captain Toad’s Treasure Tracker had Kids?

I had an inkling to play the Monument Valley games, but I didn’t go through with it because they were mobile games. One hour on them would mean one hour of iPad life, period. I recently regained interest in them when they were ported to PC, with new, upscaled editions that include all the DLC. So, yeah, here’s my review of Monument Valleys 1 & 2, assuming that they play similarly enough to justify a single review of both.

In Monument Valley, you are a girl named Ida on a quest for forgiveness. In Monument Valley 2, a young mom named Ro takes her kid to the valley so she can be a better mom or something.

So… these games are gorgeous. Each level has a unique look, with the only consistency being in the minimalistic, abstract, isometric style. The music is really calm and ambient, perfect for puzzle-solving. The music is also very dynamic, adding little bits of flair as feedback when you solve a part of the puzzles, and when you interact with the environment. The Panoramic Editions, naturally, have a lot of negative space, since they were originally designed for portrait oriented screens, but it feels like that this enhances the artstyle they were going for; the levels feel like parts of their own little universes, cut off from everything else. Sometimes, I sat back and soaked in the game’s whimsical atmosphere.

You might as well, since they are both quite short. Even with the added DLC, each game is easily doable in under three hours. Fortunately, unlike other big indie games of similar length such as What Remains of Edith Finch, the Monument Valley games are much cheaper when it comes purely to the proportion of content versus dollar. The Panoramic Collection Bundle is less than 15USD as it is.

In any case, the basic gameplay boils down to optical illusion-based puzzles. Some components in each level can be manipulated, as indicated by some little nubs or by having a faucet thingy attached to them. By arranging them just right, you can build bridges and open pathways straight out of an M.C. Escher painting. The mechanic starts off simple, but gets more involved as you go on. 

It sounds like the perfect game that requires inducing a migraine to beat, but it’s not. The experience with these games is really to be impressed by how well thought-out the levels are. Every single one of them feels iconic and memorable in some way, and boy, it must’ve been a real pain to program them. Most of the difficulty comes in just processing what you can interact with and going from there. The DLC chapters in the first game are probably the hardest, but even then, they aren’t too bad.

Overall, I feel like Monument Valley 2 is the better game. It has more of a story, and they really push the games’ artstyle in an even wilder direction. Things get much more abstract and weird. However, I almost feel like it’s the easier of the two. It might be because the game cared more about its story? I dunno, maybe I just got mad gamer skills (*sarcasm*).

Speaking of story, I might as well discuss the games’ narratives, or lack thereof. Similar to the aforementioned indie titles I’ve compared this series to, it doesn’t exactly take rocket science to understand what’s going on in either game. While light in dialogue, there are plenty of context clues that telegraph what the takeaway is, especially in the second game. Neither are groundbreaking, but you’ll probably cry if you’re the emotional type… especially in the second game. Gee, I wonder how much more ham-fisted I can be with the notion that the second game has a better story.

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Final Verdict for Both Games: 9/10

There’s pretty much nothing wrong with the Monument Valley games (he says as he gives them an imperfect score). They’re short, but are a better value than a lot of other games on the market. While they aren’t as puzzle-y as Baba Is You, they manage to be very novel in their own right. There’s no harm in giving them a try.

Crystal Project: An Unexpected Marriage of Hollow Knight and Final Fantasy V

I got a long story with this Crystal Project. Basically, I haven’t actually beaten it. I have played the vast majority of it, though; enough that I feel like I can write a final piece on it (also I’m a filthy casual so it’s not like I follow the standards of the gaming community anyway). Also, I really want to talk about it, but if I try to push myself to grind out the rest of it, I might end up hating it, because some of the side stuff in the game is utter BS. I might not even finish it at all because the kind of experiences I want in games is starting to change (which is my fancy way of saying I suck). So… yeah, here’s this mess of a review of a game I’ve only done about 75% of.

In Crystal Project, you and your fully customizable party find themselves in the land of Sequoia, looking for adventure, and Crystals that give you new jobs. This game fully embraces the core spirit of JRPGs of old, and as such, the story is almost non-existent.

Before getting into the gameplay, let’s look at Sequoia first. It doesn’t seem like much just from the game’s screenshots, but I found myself growing attached to the quaint and vibrant voxel-art style. It’s like Minecraft, but cozier. The character designs are a bit lifeless, but that’s probably because it REALLY wants to have the old-school vibes, including how sprites tended to not be very expressive back then. The soundtrack is also really good, plus the game shows the name of each song and credits its composer on the HUD whenever you enter a different area (this doesn’t happen for battle themes, though).

What might attract an RPG-aficionado to Crystal Project is its Elder Scrolls-like sandbox structure. You are thrown into the game with no sense of direction, and no motive other than the pure desire to explore the world. The game is almost self-aware of this during what little plot the game actually has. In any case, the world is fully non-linear. Not only that, but it’s actually a metroidvania. This is one of the things that stands out about Crystal Project, and lemme tell you, exploring Sequoia is its own reward, and that alone makes the game worth buying. Combining the design philosophy of metroidvanias in a fully 3D space is truly something. You never know when an unassuming little alcove will lead to a whole new part of the world (seriously, that happens a lot)!

The other standout feature is the game’s platforming aspect. There are no invisible walls; just geometry. And most of said geometry can be stood upon, including opened treasure chests, NPCs, and light fixtures. If you’ve played Crosscode, then Crystal Project makes a good competitor in this department. 

Of course, just because it’s a competitor doesn’t mean it’ll win. While the platforming in Crystal Project is fun to figure out, there aren’t many instances of opening easy shortcuts back up. If you fall at any time, you more-than-likely have to walk all the way back to where you were…

Which brings us to one of the biggest turn-offs in Crystal Project: limited fast travel. Like many metroidvanias, you’re going to be backtracking a LOT. There are plenty of fast travel points scattered throughout the world, but only one can be assigned as active at a time (unless you enable the setting to activate three at a time), along with any number of Shrines that you find throughout the world. If there’s any pro-tips I can give, it’s to establish a warp point as high up as possible; no matter how far something is horizontally, descending is always faster than ascending. You will be able to earn various mounts, many of which allow for a LOT of developer-intended sequence breaking throughout the overworld.

What’s worse is that you can’t heal directly from the fast travel points themselves; you gotta find an inn or other source of healing. Fortunately, this can be offset with consumable items. I know what you’re thinking: “I’m not going to use consumables except on the final boss! But since I made such a habit of not using them, I forgot to use them on the final boss!” Well, too bad. With such limited means of recovery, you gotta do it. Fortunately, enemies universally tend to drop basic healing items very often for this exact purpose. 

Another big caveat is the map. While the map itself is great, getting the maps of each area is not. Again, think of it as a metroidvania; you gotta earn the map. My advice is to simply explore, and talk to any NPCs you see; one might be hoarding a map or two to themselves.

Combat is nothing new, yet it feels fresh at the same time. Like in classic JRPGs, you have unlockable jobs. Level up those jobs, and carry those skills over by assigning it as a sub-job while you work on something else. Learn passive skills to equip your characters to mix and match many types of playstyles. Battles are your basic turn-bases format. However, you get to see a LOT more of the action than in perhaps any RPG ever. Crystal Project allows you to see your stats, enemy stats, what attack an enemy will do, how much damage it’ll do, how much damage you’ll do; literally every parameter that is calculated during an RPG battle. This gives combat a fun puzzle element that is truly unique to the genre. And most importantly… Bosses are susceptible to status ailments! This really showcases the focus on strategy in Crystal Project.

Difficulty-wise… holy crap this game is tough. Even if you had the fundamental knowledge of turned-based RPGs—which you’re definitely expected to have—there are a lot of intricate systems, such as how aggro works. Also, an ability as basic as using consumable items in battle is restricted to a specific job. But even when you get that job—and start finding pouches to increase inventory space—Crystal Project can still shred you. Although mobs in the overworld are color-coded to indicate their danger level, I’ve gotten destroyed many times by enemies that the game said I was on par with. There really is no advice but to master the system as soon as possible. It doesn’t hurt to grind either; money is quite necessary, after all. 

One positive is that the dev of Crystal Project doesn’t hate gamers like how it feels with most indie games that try to be Dark Souls (which feels like at least 90% of them to be honest). The options menu contains customizable assists that make the game easier, and you’re not shamed for using them. You can increase the amount of XP, job points, and money you earn to save on grinding, for starters. You can also skip the game’s notoriously BS minigames that you need to win a lot in order to get everything (although I think you’ll be relying on RNG to win if you do that), and increase the maximum level cap, which I only feel would only be necessary for the superbosses.

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Final Verdict: 9/10

Crystal Project can definitely be called unbalanced and unfair, but it’s still a very novel subversion of JRPG tropes, and one of the most underrated games of the year. I will probably use the minigame skip and increased level capacity as I work toward finishing it… much to the ire of the invisible people on the Internet. Anyway, you’ve been warned as to how brutally difficult it is. Proceed with caution (unless you’re a real gamer, in which case you can probably beat it with no assists).

Core Keeper (Early Access): This Game Could be the Next Big Timesink

Playing games in Early Access is a natural risk. What’s even riskier is playing a game in Early Access as soon as it drops; in its buggiest, most unbalanced, infantile state possible. But you know what… I’m feeling risky. Besides, I was planning to do this when Forever Skies dropped on Steam, so I might as well get used to it. Let’s see if Core Keeper has any potential to be a really great game.

In Core Keeper, you end up getting teleported into a sprawling cave, with a mysterious object at its center. With nothing better to do, your goal is to power it up and see what it does. 

Like Grounded and Minecraft, that’s all there is to the story of Core Keeper; what matters is the gameplay. Right off the bat, the game is more like the latter than the former, because it’s set in a procedurally generated world. No two save files are exactly alike, allowing for a lot of replay value. However, this means you can have bad luck finding the biome that you want. 

Before we go into what biomes you want, let’s discuss the actual gameplay. If you’ve played Minecraft or Terraria, then Core Keeper will be easy to jump right into. And if you haven’t played them, then prepare to swim in the deep end with no floaties. There is next to no tutorial about how anything works, which might be a nice change of pace for “true gamers,” but a hindrance to others. 

Fortunately, the mechanics are simple and follow expectations for this kind of game. Ores can be smelted, seeds can be planted, food can be cooked, and equipment can be forged and repaired. As you unlock better workbenches, you’ll be able to make potions, railways for fast travel, and more.

The problem is getting there. Every game like this has an early-game hurdle in one way or another, either because you need to go to a place where the enemies are really strong for the point you’re at, or because an essential resource is scarce in the areas you’re realistically capable of handling. Core Keeper‘s case is the latter. Tin is one of the most important resources in the game, because it is needed to craft a Tin Workbench that unlocks most of the essential mechanics of the game… which also need tin to craft. If you can’t find the specific biome it’s common in, you’ll be hoping RNG spawned enough wooden crates containing it. If you think that’s stupid, then this type of game is not for you. The big hurdle for me personally is scarlet—which I still have yet to find. Both tin and iron were in biomes adjacent to the starting area, but I’ve done a lot of exploring and still haven’t found any scarlet ore. 

In any case, I’m not particularly fond of ore distribution. It’s nice that hidden ores have a sparkly effect to push you in a general direction, but having them tied to specific biomes feels kind of bleh to me. Technically, it’s better because that means less pockets of your inventory will be taken up by several varieties of items. I dunno… maybe I’m just being picky.

As if the game isn’t grindy enough, it has the Quest 64 skill system. In case you have never heard of that game, here’s what it boils down to: you level attributes by using those attributes… a lot. Core Keeper gets even grindier because you need to level up an attribute five times to get ONE point to invest into that attribute’s skill tree. The upgrades are worth it; however, it seems that there are finite attribute level-ups, which is also kind of crappy. Pick your upgrades wisely.

Also, the game’s Early Access-ness REALLY shows. While there’s a lot of fully-fleshed mechanics, it’s very… archaic. For example, everything you use can ONLY be used on the quick select; if you want to plant seeds, they gotta be in quick select, and so does your watering can if you want to water them. Also, crafting of any kind requires items to be on-hand; no pulling from storage. I’m going to hope that they intend to add the necessary quality-of-life features in future patches. Another thing I hope is rebalanced is durability. The armor durability seems manageable enough, but I feel like it’s not generous enough with tools. I have the third tier of pickaxe and it loses durability VERY fast for what it is; in most games like this, the third tier is the first point where you don’t have to worry about durability too much.

Difficulty-wise, Core Keeper is actually about as punishing as Terraria or Minecraft. Even with good armor, mobs can end you as quickly as they respawn. The bosses are very tough; in fact, I almost died at the first one, and I have no idea how you’re supposed to go about fighting the giant worm. There are also situations where a horde of enemies can go out of their way to hunt you down from well off-screen. As obnoxious as that sounds, the worst ones are the larva enemies simply because they destroy items such as torches; you’ll need to rely on glow buffs to explore those areas with any sense of visibility. 

Fortunately, Core Keeper is very generous compared to other games of its kind. If you die, your stuff will still remain in that location, but it’s ONLY the stuff that’s NOT on your quick-select. Because of this, you’ll still have your armor and tools, which mitigates those annoying situations where you can soft-lock yourself out of getting important equipment back because you had to go into dangerous territory naked while the mobs that killed you camp your corpse. Please don’t change this, Core Keeper people!

Sadly, the game oozes the intention to play with multiple people. While the combat seems balanced enough, there is an almost excessive amount of stuff to do. From exploring, to expanding your main base, to building tracks for fast travel… this will easily go beyond a hundred hours for a solo player, and whether or not that’s a worthy timesink will be entirely up to you. With that being said… 

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Current Verdict: 8.5/10

Core Keeper has potential to be a really great, and addicting, game. It’ll also be a lot of bang for your buck, especially if you go solo! However, it doesn’t really do anything new. I admit that, for me, it’s currently just scratching an itch while I wait on Forever Skies, and further updates for Grounded. I’ll continue to slowly work toward beating every boss to power up the core, but there’s no guarantee I’ll accomplish that. They’re going to need to roll out quality-of-life updates in order to keep my interest.

Slime Rancher: A Wholesome Management Game Draws Near!

I had known about Slime Rancher for a while thanks to StephenPlays’ First20 video he made years ago. I never watched the video, but it at least got me to acknowledge the game’s existence. And when I finally looked at its Steam page, I kind of wanted to try it. So, here we are. I just love making time management increasingly difficult.

Slime Rancher throws you in like cold turkey as you assume the role of Beatrix LeBeau, who runs a slime ranch in the Far, Far Range. Raise slimes and profit, basically. That’s it.

Like many games of its kind, Slime Rancher is complicated. The basic idea is to corral slimes, and feed them food to earn plorts, which are sold for money. However, you have to account for the many different slime types, as well as their behaviors and diets. Also, slimes can eat plorts, and eating a different type than their own turns them into a largo slime. These poop out plorts of both source types when fed, but eating a third type turns them into dangerous tarr slimes that can cause SERIOUS trouble.

The game doesn’t hold your hand, but in a good way. You get all the knowledge you need in your Slimepedia, and it’s up to you to figure out how to make all these different systems mesh. If you jump the gun trying to raise multiple types of slimes too soon, it’ll get ugly and high-maintenance. Also, if you place too many slimes without the higher wall and ceiling upgrade for their corral, they can pile up enough to escape pretty easily and eat your stuff (and each other’s plorts, creating more tarr). 

Fortunately, things really get going once you get cash. Spend it on various facility upgrades, as well as expansions of the ranch to allow more variety (and room) for slimes to be raised in. Essential upgrades include the jetpack, for exploring, and the ability to store and use water, ideally against tarr slimes. However, new upgrades seem to unlock completely at random. There are likely hidden prerequisites, but it’s not all clear what those are.

Exploration is the key here. There’s a LOT to the Far, Far Range. It’s full of presents, which are pretty useless as they only contain cosmetic items. The important stuff are the map stations and gordo slimes. The former is self-explanatory, but gordo slimes are large, stationary slimes that come in every type. Feeding them a lot of the favorite food of that slime type will give you important rewards, from keys to unlock new regions, to your source of fast travel from one region back to the ranch. While the world ends up being pretty small, there is a lot to it. The best aspect about it is that its design allows for sequence breaking in a lot of spots. With enough jetpack upgrades, you can fly up to the highest point in the level!

The lab opens up a massive portion of the game. With it, you can craft gadgets with Slime Science. These gadgets can place automated devices to find resources, and more importantly, the ability to create your own fast travel points for yourself and for items found while exploring. Simply deposit plorts and the various resources found with the automated devices into the refinery, and consume them in the fabricator to create your gadgets. Buy blueprints to get more rewards.

However, despite the “family friendly” tag on Steam, Slime Rancher can be tough. Not only will it be overwhelming at the beginning, but those tarr slimes are very scary early on. You can easily avoid them spawning on your ranch, but they can naturally spawn in the overworld (and I wasn’t willing to test if they can spread to your ranch from there). They can’t even be dealt with until you get the ability to store water, but once you do, they aren’t so bad.

You can disable them by playing the game in Casual Mode, but that doesn’t remove feral slimes. These guys will very aggressively hunt you down until you feed them something. Unfortunately, slimes are weird with acknowledging food. While not a problem on the ranch, since you can just vomit it into their corral and they’ll eat it eventually, but obviously feral slimes are a different situation. There were way too many times that I fired their preferred food directly at them, and had that food completely ignored, while I got bodied. Also, the Slime Sea is an instant death trap, and there are areas where you will have to platform over it. If you want a real challenge, play the game in Rush Mode, where you’ll need to be the best dang rancher you can be to make money fast.

In addition to a large world, there are side distractions, one of which is The Wilds. Here, you’re thrown into an area filled with feral slimes, and the entrance as well as the exit is in a random location. Collect as much of the special fruit found only in this area and redeem them for rewards to aid you in your ranch.

There’s also a fun challenge from this narcissist named Mochi. With her, you do a timed minigame where you collect lightning projectiles to shoot at an area-exclusive slime for their plorts. These plorts are automatically collected, and you turn them in for a lot of money as well as other perks.

The third and final side activity is the Slimulation. This is a virtual replica of the overworld. Vacuum up glitch slimes, which disguise themselves as regular slimes (but with Ditto faces), and as geometry that isn’t present in the real version of the world. After a while, glitch tarrs will appear to cause chaos. Once the exit portal appears, follow the guides to escape before you become a virtual snack. All glitch slimes are converted to bug reports, which are redeemed for an exclusive resource as well as other rewards.

The biggest problem with Slime Rancher is that completion, as is with most games like this, can be a hassle. While the map is good for your bearings, it’s not easy to find stuff in the world. Gordo slimes are marked off after you feed them once, and gadgets that you place get added to the map as well. But that’s it. Treasure pods—both unopen and otherwise—cannot be marked on here. In addition to a number of strange achievements, you must also earn a highscore in Rush Mode, which is a money-focused speedrun mode with a time limit.

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Final Verdict: 9/10

Slime Rancher is an addictive and wholesome management game that puts a smile on my face. I already have the sequel wishlisted, and hopefully it’ll expand on the established mechanics to make something even better than this. I recommend it if you like management games like Stardew Valley.

Black Skylands: My First Early Access Experience

The idea of playing games in Early Access was always interesting to me. If you don’t know what Early Access is, allow me to define it: basically, you pay to play a partially finished game, and support it as it develops over time. Of course, the biggest risk is the possibility of the game having to be abandoned for whatever reason. One such thing apparently happened last November with Among Trees. However, there are a lot of popular Early Access games, such as Raft, Death Trash, and Satisfactory. There are also some that are more off the beaten path, such as Black Skylands.

In Black Skylands, you have your usual race of humanoids who live on sky islands (or skylands, hence the title drop). This world, known as Aspya, has been plagued by the Swarm (a common noun turned into a proper noun, as is tradition). The main protagonist is a girl named Eva, and her dad is captain of the Earners. He has a crackpot plan to journey into the Eternal Storm because he thinks the solution to beat back the swarm is there. However, when scientists bring back a sample of a Swarm creature, everything falls apart. Seven years later, Eva has to fix everything herself.

It’s easy to impulsively buy Black Skylands because it is gorgeous. I’ve grown to love pixel-art, and how deceptively versatile it is for conveying different artstyles. This game is vibrant, and full of color. As you sail on your skyship, you’ll see creatures of all sizes that are just there for cosmetics; from flying manta rays above you, to massive behemoths that thankfully hang at much lower altitudes. Unfortunately, the nature of the game’s top-down perspective can make characters look the same in the overworld. That’s why they have their portraits during dialogue.

The weakest part of the game is no doubt the story. A lot is thrown at you very fast, and the worst part is the catalyst of all of it: the aforementioned incident regarding the Swarm creature. In its aftermath, this dude named Kain turns into a maniacal sociopath, whose faction, the Falconers, pillage and murder the people of Aspya in some twisted sense of justice. It’s your usual “absolute power corrupts absolutely,” and the worst part is why. He gets mad because his bird died in the incident. While I can’t imagine the grief from losing a pet animal, I don’t exactly think it’s a reason to form a dystopian government.

Fortunately, Black Skylands shows fantastic potential even in Early Access. In fact, I’ve played finished games that were worse. There’s a ton of stuff to do in the overworld, most of which is on the various skylands. These are full of resources, treasures, quests, and more. By defeating all enemies on a skyland, you reclaim it from the Falconers. Doing this rescues the population, who for some reason, act as a currency to enable special passive upgrades. Islands can be retaken, but it doesn’t happen that often, and the game at least shows a time limit on the HUD (something I’m pretty sure other games with similar mechanics don’t do).

Inventory management can be an issue. Your skyship can only hold twenty items at first, and they don’t stack. Quest-relevant NPCs you need to transport are stored in crates and count toward that inventory, which is admittedly pretty funny. The rub is that essentials for your ship to not go derelict, such as fuel canisters, repair kits, and ammo boxes, take up this space as well. 

There’s a lot to do in your main base of operations, the Fathership, as well. This place has seen better days, and it’s up to you to fix all of it from the ground up. Like in many games of this kind, you consume resources to build facilities that produce more important resources.

The best part is customization. There are a ton of weapon types and playstyles to pick from. Most weapons can have mods installed, which can be crafted or found in mod crates scattered across the world. Your skyships also have a wide variety of components to equip. Unfortunately, equipment tends to become useless fast, since you can level up facilities faster than you can get all the resources necessary to craft every piece of equipment, allowing you to get the next tier of equipment.  

Yes, I said skyships just now. Once you build the ship workshop, you can buy new types of ships and new parts for them and modify literally every aspect of them. As of this review, they only have four types of ships. From what I can tell, there are no cases where you need the little lightweight ship to fit into a narrow passage (although there are some really narrow passages that I have NO IDEA how to get through). 

There are also artifacts. By solving puzzles scattered throughout the world, you obtain crystals that grant you and your ship cool abilities. These are very helpful, and naturally, they can’t be spammed. Eva’s artifacts have a cooldown period, and the ship consumes energy, the latter of which can be replenished by destroying the many asteroids scattered throughout the world, or flying enemies. It doesn’t regenerate over time or when you take it to the shipyard, which kind of sucks, because I don’t think the asteroids respawn either.

Combat is where things get interesting. Black Skylands has a fun mix of range and melee combat. You have your arsenal of guns at your disposal, but it’s encouraged to use your grappling hook for sneak attacks, or to yeet people off of cliffs. Your only source of healing is medkits, but refills tend to be common enough.

Speaking of the grappling hook, you better learn that thing fast. It’s your main source of movement over the vast skies below. Fortunately, if you fall, you don’t immediately die. For some reason, you can somehow try to grapple the nearest grabbable ledge and save yourself. It’s really nice, especially when you’re learning to use the darn thing.

Skyship flying can be difficult at times. They seem to have so much momentum that once they hit top speed, I could let go of the gas and it would move forward perpetually until I hit the brakes. Also, the cannons on them are… interesting. They point at different angles depending on the ship, which makes combat a bit weird. Also, the controls are kind of bizarre; you can only shoot just the right cannon or all cannons. The Annihilator Beam artifact helps because it is a head-on frontal attack. 

So far, Black Skylands is surprisingly difficult for a chill sandbox game. Once you’re asked to go to the ice region, the game really starts to test your grappling and fighting abilities. Fortunately, dying has virtually no penalty… not that I would know that from experience, of course *sweating emoji*.

One thing that can end up being a downer is that fast travel costs money relative to the distance from point A to point B. This sucks because you need money for a lot of things. It’s plentiful enough in the overworld, but it’s amazing how fast you can empty your pockets. One protip that you’re never taught is that cabbage, the cheapest crop to grow, sells for an obscene amount of money for such a common resource. As far as I know, cabbage isn’t used for anything else, so they probably intended for them to be your main source of income.

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Current Verdict: 8.75/10

Black Skylands could become one of this year’s most underrated games once it’s complete. Hopefully, that’ll actually happen, considering that this isn’t as popular as the aforementioned Early Access titles. As fun as it is, the lack of many facilities, among other small things, betrays its incomplete state. If the game gets cancelled, I’ll update this post with that information. Otherwise, I highly recommend you give it a try if it strikes your fancy, and support its development by doing so.

TOEM: The Actual Cutest Game of 2021

I’ve had to rearrange my lifestyle in order to make room for more videogames, and also, to be in a better financial position. As I’ve stated, numerous times, light novels and manga (with the exception of Viz) have no subscription service. I’ve spent hundreds of dollars on those things, and that’s with prices almost halved by getting digital versions. By filtering out the stuff I can live without, as hard as that is sometimes, I can spare the cash on little games like TOEM on Steam.

In TOEM, you are a little bird cartoon fellow who wants to take a picture of the titular TOEM, whatever that is. He sets off on a journey to find it, and that’s literally it for the plot. 

The story is simple and pure; perfect Escapism. The writing is pretty grounded for the most part, but there’s still enough humor for it to be charming without coming off as try-hard. 

What drives TOEM home is the presentation. The grayscale style gives it a cozy feel, and the areas are very ambient, provided you don’t pay any mind to the empty void that surrounds you outside the boundaries of the game world. The soundtrack is beautifully relaxing and atmospheric. Plus, a really nice detail is that the main character is actually listening to it through headphones, and you can freely manipulate what music is playing in the pause menu.

The gameplay of TOEM is very simple. You use your camera to take pictures. The game makes it clear when it’s acknowledging a subject of the photo by showing brackets around it. Of course, there are many different things you need photos of. The biggest thing is the Compendium, which is basically an encyclopedia of different animals. Anything for the Compendium is given a snail symbol, which also has a check mark to indicate that you got it already. Every area also has a landmark that can have a picture taken, so get snapping!

To advance through the game, you must collect stamps in each area. To do this, you solve light puzzles by either finding stuff or presenting a certain photo. It’s pretty simple to figure out, but the annoying thing is that some tasks need stuff from all four areas. There are some surprisingly clever puzzles, but if you’ve played Baba Is You, then there isn’t much to worry about.

Getting full completion can be a bit tricky, but don’t get too hung up on getting it before the credits roll; in fact, you can’t, since you need to bring a photo from the endgame area to an older area for an achievement. The hardest one is probably the Cosplayer Achievement, which requires you to wear every clothing item. There’s no real way to track if you have all the clothing items in an area, plus some are in gift boxes, while others are earned from NPCs. You also have to take some photos of specific NPCs, who are indicated by shojou-style sparkles. If you did it, the photo will pop up with a glittering frame and artwork that looks nothing like the picture you took.

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Final Verdict: 8.5/10

TOEM is a short, sweet little game that you can play when you don’t feel in the mood to play the latest iteration of The Dark Souls of Dark Souls. I recommend it to pretty much anyone.

Baba Is You Is Fun And Insane

If you’re reading this, then I have managed to complete enough of this ludicrous indie puzzler to write a review of it. I had originally played Baba Is You on my Switch with my sister. However, time caught up to both of us, and since she got her own Switch with her data transferred to it (since we used to share mine), I could no longer play—or finish—Baba. Because I thought it was such a great puzzle game (with a LOT of bang for your buck), I had decided to get it on Steam, and play it over again (since we only got about less than a third of the stages done before). And, well, I both hate and love it to death.

There really isn’t a premise, nor plot to Baba Is You. Simply put, Baba is you. You is Baba. And Baba, who is You, wants to Win. That’s about it.

So, how does Baba, who is You, Win? It’s simple, really. Just touch the Flag, which is Win. However, some things get in the way, and sometimes, there isn’t Baba, nor a Flag. That’s fine, though, because that’s the whole point. Every level has an assortment of words that can be pushed like blocks, and… Okay, I should stop teasing since you probably read the description of this game already. Long overdue TL;DR: you form sentences that dictate the rules of every level.

This is definitely not the first game to be so meta, but Baba Is You is one of the best when it comes to this kind of gameplay. This simple idea branches out into an incredibly in-depth puzzle game that teaches you through level design. Every time you think you’ve seen everything, the game pulls something even crazier. 

The way to Win is for You to be touching the object that is Win. While Flag is most commonly Win, that can—and often has to be—changed. Baba doesn’t necessarily have to be You, either. You can be a rock, a crate, or the entire level, as long as the words are there to form that statement. Just be careful not to touch anything that is Defeat, or dislodge whatever statement dictates your existence, because that’s how you die in this game. Fortunately, a simple press of the X or Y button will begin to undo your actions, up to the very beginning of the level.

If the game sounds hard to you, that’s because it is. Word of warning, Baba Is You is NOT for people who have busy careers, unless you want to look at a guide. Figuring out puzzles on your own feels good, but that takes time, and we don’t have that much of it these days unless you’re a kid. In any case, Baba Is You’s puzzles are brutally mind-bending, and for the most part, ingeniously clever. The biggest battle is figuring out certain nuances with the game’s mechanics, such as what rules get priority when assigned to the same object; for example, something that is Defeat cannot kill you if it is Stop, Push, or Weak. The game also expects you to create some incredibly bizarre scenarios that completely disregard everything you understand about videogaming itself. Unfortunately, the difficulty is quite inconsistent. Either that, or it’s just a matter of how each individual thinks. I’ve had more trouble with some of the “normal” levels than some of the super-secret psychopath levels in the late-game!

Fortunately, the game is pleasing enough to look at to where it’s really hard to get mad. It has a very minimalistic pixel-art look that’s surreal and dreamy. Enabling the “wiggle” animations (or whatever they’re called) makes Baba Is You feel very cartoony and alive. The soundtrack is also very chill and atmospheric.

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Final Verdict: 9.25/10

Baba Is You will probably be my favorite puzzle game of all time. I haven’t gotten 100% yet; thank the passage of time for that, but I at least beat it. Baba Is You gives you insane bang for your buck: 226 levels for 14.99 USD. If you like puzzle games, there’s no reason to not play Baba for that deal alone!

Copy Kitty: Megaman Meets Bullet Hell Meets Kawaii Neko-Chan

I owe 100% of my knowledge of this game to one of my favorite YouTuber/Streamers, ProtonJon. The game is VERY under-the-radar on Steam, but someone was able to donate for it during Jon’s 2020 BCRF Charity Stream. The game looked insanely fun, but brutally hard. I’ve played a number of games considered tough, but I have not bested them at their pinnacle. Copy Kitty may or may not cause me to hate myself.

In Copy Kitty, you are the kawaii cat-girl, Boki. She wants to be a superhero, but has to be content with the next best thing: a simulation game made by her uncle Savant. Only one thing left to do: blow up a LOT of robots.

This is a shooter-platformer, so the story is simple, really. But to be honest, who cares about the story in a game WHERE YOU BRING ABOUT CYBER-CARNAGE EVERYWHERE?! The thing with Copy Kitty is that Boki, well, copies the powers of defeated enemies, Megaman-style. Boki has limited ammo, but can replenish it by collecting more of the same drop from other enemies of that type. In addition to that, any of the three weapons you can have on-hand (with the exception of Solo Weapons) are automatically combined into another, more powerful weapon type. 

With this incessantly simple idea, Copy Kitty becomes one of the most intricate and insane shooters I’ve seen. The different weapon combos all have unique effects, all of which look ridiculously cool. Take time learning them because the game will require different combinations to get through certain stages. 

Of course, the thing I was worried about the most was the game’s difficulty level. The campaign is pretty balanced for the most part. However, the controls took getting used to for me. You’re locked into eight-directional aiming, and you cannot move and shoot at the same time. Even worse, your very helpful dodge ability cannot be used in midair. As someone who’s played a lot of games where you COULD do that, well… just be glad I don’t stream videogames.

But here’s the catch. What I described before was just the standard playthrough. Beating the game as Boki is just the beginning. After that, you unlock Hard Mode. It’s not just a harder version of the game, though; it might as well be a completely different game, continued directly after the main story. The stage layouts are the same, but enemies and bosses are way different. Hard Mode is, to put it lightly, push-you-to-your-limits-ridiculous. I haven’t even beaten it yet, and I probably never will.

And even if I did, I would have to do it again (along with Normal Mode) as Savant, who has his own unique playstyle! Seriously, the guy’s a savage! He has less health than Boki, but his perks more than make up for that little detail. First off, he can freely fly, which makes a lot of things (like a certain recurring miniboss) easier, plus his dodge is a lot better (even if it has a stamina meter). The problem is mastering his method of attack. Savant’s weapons fire out of a little window, which is manipulated by the player at the same time as Savant himself. Only two weapons can be combined, and it has to be done manually. To offset an otherwise lack of variety, the order in which weapons are combined produces different results. Depending on the weapon used, Savant’s window will either follow him, cling to walls, and more. Coordination (and a lot of mashing the B button to reset his window) is key to mastering Savant.

However, the game still isn’t done yet! There’s also Endless Mode, which is, actually, one of the more forgiving modes of its kind. Healing is pretty generous, and you can start from every five waves. There is a LOT to it, though. Each set of ten waves is contained within a specific biome, of which there are thirty-seven. Beat the biomes on Normal Endless Mode to unlock additional, harder variants with the other biomes. Also, try Pandemonium, where every enemy attack pattern is randomized. Plus, a rare enemy encountered only in this mode will unlock the secret 13th world in Story Mode.

If this game didn’t seem enough like capital punishment for completionists, then here’s more. There are also marathon and boss rush modes, which are self-explanatory enough. Also, every state of the campaign has a Target Damage limit, and not taking more than the indicated amount of damage gets you a gold star for the stage. Fortunately, this condition doesn’t exist whatsoever in Hard Mode, which still makes Copy Kitty more lenient than what you’d expect. And one more thing that I can’t dedicate to a new paragraph, the Steam Page implies there’s a level editor. I couldn’t find it; it’s probably locked behind some insanely hard prerequisite.

As far as looks are concerned, Copy Kitty is very appealing. Although the 3D textures look a bit bare-bone, the character designs are quite memorable. Plus, the sensory-overloading violence, especially if particle effects are set to the highest intensity, is extremely pretty. The backgrounds are very cool and cyber-y as well.

The soundtrack is very EDM-heavy, with some rock elements. Despite how little I care about either of those types of music, Copy Kitty’s soundtrack is solid, with good enough variance. The problem is that I consistently ran into a bug where the sound effects would just die, and I would have to lower the game audio to insanely low levels to barely hear them. And since I got so used to it like this, the occasion they came back on made the game feel really overwhelming and it was hard to concentrate. It’s a shame, since the sound effects are really satisfying. I’m new to PC gaming, so it might be a problem with my sound card (I know ProtonJon didn’t have that issue when he streamed this).

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Final Verdict: 9.25/10

Copy Kitty is a fantastic, replayable arcade shooter that’s well worth the money. Just keep in mind that, depending on how non-gamer you are, a lot of it could be above your paygrade. 

Garden Story: The Cutest Game of 2021?

A couple of months ago, I signed up for my own Steam account! I’m still learning Steam, so I don’t know how to find other users. In any case, my username is “WeebPleizGamezHere”; you’ll know it’s me because it has my same blog logo. Anyway, from the brief time I’ve been on Steam, I noticed that its discovery queue is perhaps the most accurate algorithm I have ever seen. For instance, it actually recommends things I might like that I would have never heard of! And one of those is Garden Story. It has everything I like, from whimsical graphics, to the satisfaction of restoring an area to—and beyond—its former glory. So without further ado, let’s talk about it!

In Garden Story, the lovely grove the game is set in has a problem known as the Rot. These are not adorable, marketable Totoro things from Kena: Bridge of Spirits, but rather an assortment of ugly gross things. They’re bad, and one young grape named Concord ends up shouldering the burden of having to restore the entire effing grove.

Immediately, Garden Story shows off that distinctively indie-game-like charm with its whacky, cartoon-like writing. Unfortunately, the story is pretty typical for the most part. It’s nice, and suits the game for the kind of experience it wants to be, but if you want your mind blown then Garden Story will fall short. The characters aren’t the selling point either. They’re likeable, but don’t really stand out as far as indie games are concerned.

Fortunately, it’s still easy to get lost and immersed in Garden Story‘s grove. Thanks to the simple and vibrant pixel-artstyle, and chill midi soundtrack, there is plenty of incentive to just relax. In fact, the Steam page for the game encourages doing just that!

But as relaxing as it is, Garden Story has plenty to do. Like in many games of its kind, you’ll be whacking stumps and rocks to gather resources to do all sorts of fun stuff. As expected, you progressively unlock different types of weapons to buy and use in combat. Every action consumes stamina, which needs time to replenish.

Before you think that this game is a shallow Stardew Valley wannabe, then read this paragraph. One way that Garden Story shakes things up is with different types of Dews. They mainly restore HP, but can have a wide variety of used effects. Also, weird orb thingies are scattered throughout the grove, and when broken with the proper weapon type, drop permanent stat buffs. The weird nuance with them is that some will say “Concord needs a stronger tool”, when in actuality, you can break them with a charge attack if the weapon is upgraded enough.

Another thing that Garden Story does is the Memory system. Concord will gain memories through fulfilling specific conditions, and an unlocked Memory can be assigned to his… hippocampus (or something?) to apply great perks, from stat buffs, to new combat techniques.

Building is… unusual in this game, and I mean that in both a good and bad way. The resources needed to craft buildable objects actually have to be stored in a chest. One nice feature is that Wood and Stone are essentially treated as currency, as they have their own compartments in which they can stack up to 9999 times. Unfortunately, built utilities can only be placed in limited locations. Planting crops is tied to specific spots as well, but at the very least, you only have to water them once, and can be left alone while they grow.

One of the biggest issues with Garden Story is no doubt its slow start. A lot of the rudimentary mechanics I’ve explained aren’t even doable until quite a ways into the story. Furthermore, you start off with two Stamina blocks, which is really gross. Upgrading Concord’s stats, especially his Stamina, is essential for the flow of the game, otherwise it’s a chore; I already dread the whiplash of returning to the grove with a new file (good thing I never have enough time for stuff like that). 

Inventory management can also appear to be kind of yikes. Items do not stack in Concord’s inventory. This can be alleviated by placing as many chests throughout the world as possible. However, items in chests can only be stacked fifteen times. And I don’t mean that you stack fifteen, and the sixteenth one starts a new stack; I mean fifteen of a given item type, PERIOD. But despite these very bad-sounding choices, Garden Story actually feels designed around these constraints. I honestly didn’t have a problem with inventory management as I thought I would.

Garden Story looks super simple and adorable, yet it caught me off guard several times. In addition to the limited Stamina early on, the enemies are deceptively annoying. Most notably are actually the super-basic regular blobs. When defeated, a core spits out, which needs to be struck to defeat the enemy for good. However, they bounce around and can damage you or inflict status effects. I’ve had a single one of these cores reduce me from full to half HP numerous times.

What I ended up enjoying the least was getting completion. Normally, games of this kind are tedious, but since Garden Story is so compact and streamlined, I figured it would be easy. And while completing the four libraries and finding all of Concord’s Memories is more than doable, maxing out every Village’s stats is the real problem. They cap at Level 5, and the transition to that from Level 4 is significantly longer than any other level gain. It doesn’t help that this will require repeat runs through the game’s dungeons, and the problem there is that it resets the puzzles AND bosses every time. Fortunately, upgraded weapons can make rematches go real fast.

But perhaps the biggest issue with Garden Story is that it doesn’t exactly feel rewarding to finish. There is a post-game, but all it gets you is the fifth and final Jar; nothing else changes in terms of content. Also, there are no Steam Achievements for things like completing libraries, maxing village stats, or getting all Memories. Furthermore, I’ve learned the coldest, hardest truth of all: that there is no Steam Badge for getting 100% Achievements in a given game.

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Final Verdict: 8.6/10

I’ve knocked games for being overly simple, but for some reason, I loved Garden Story from beginning to end, flaws and all. It’s one of those games that are just “nice”. I can’t really describe it any other way. One of the things that definitely offsets the game’s issues is its very reasonable ~11-15 hour length to finish. In the end, you’re the only one who can decide if you’d like this game. Now you know what you’ll be getting into.