Recompile

Recompile

I’ve been looking forward to this game since I got my hands on a super early version at Day of the Devs 2018. The game has come a long way since then, and has turned into a beautifully crafted world with a story that you must piece together by finding memories throughout the game areas.

If you played the demo of the game, you got a single short level where you were able to power up real quickly. The final version spreads out the powering up over the course of the entire game, making it feel like a true metroidvania. You’ll pick up powers such as double jumps, dashes, and hacking abilities that let you manipulate certain things within the game. There are also a total of 5 different weapons to find. I finished the game in about 9 hours of play time.

Real player with 16.8 hrs in game


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Really went into this game wanting to like it and I’m mixed.

-The Demo-

I played the demo since I love neon and synthetic world kinds of aesthetics (Tron, Fract OSC, Heavy Bullets, Reboot, ect). It just has a cool world look/tone and feel. I’m for it.

Real good conveyance for where to go and what to do, and the ability progression was so well paced and rewarding.

Great demo, I was excited for this game ever since.

-The Game-

Playing this game still has a cool look/tone and feel. I really like the main character’s flashes of light, the particle effects and jitter. The world is a particle effects display that is so enjoyable.

Real player with 9.0 hrs in game

Recompile on Steam

TECHNOBOG

TECHNOBOG

NOTHING BUT A GLITCH

Play as Guro, a swordmaster trying to escape reality by submerging herself into the deepest layers of the cyberspace and hack and slash your way through warped dimensions in this story-driven character action filled with bizarre spectacle.

INTO THE BOG

Your main mission as a bog-slogger is to traverse and conquer the TECHNOBOG, the treacherous amalgamation of collective unconscious and your own past life experiences. Piece together the puzzle that is Guro’s story in these mercurial realms.

THE SYSTEM’S CORE

  • Aim your strike and slice any obstacle in your path in any way you desire

  • Transform into a beam of light

  • Grow a tentacle arm

  • Teleport onto your weaponry

  • Let your spirit engine roar as you summon your steed made out of steel

  • Progress through the world non-linearly. Every turn is the right turn if you’re ready for it.

  • No mercy. Slogging through the bog is not for the faint of heart

  • Made by one person

THE MANY LAYERS OF THE BOG

Get ready to explore the TECHNOBOG with all its layers. From the sci-fi chambers inspired by the classics of the 80s to the colorful toxic grasslands.


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TECHNOBOG on Steam

SATORI

SATORI

To start off, buy the game: it’s cheap and it achieves the zen experience.

That being said, while it’s certainly a very breezy experience, I feel like I could easily get tired of this game after only a few playthroughs - and I don’t want to be, the controls and game feel are pretty smooth and it does calm you down.

So, instead of a meditative experience, make it a meditative adventure.

More environment types, more collectible types (maybe?), maybe even tricks, some platforming puzzles, multiplayer (though be careful if you decide to implement text or voice chat - a few select assholes could very easily ruin the vibe), a zen soundtrack or the option to load your own music…

Real player with 11.4 hrs in game


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Nicely done.

I find myself coming back to playing about in the playpark for no other purpose than experiencing intuitiveness and a relative sense of lack of restriction. I don’t get a lot of time to game so I do so in bite sized chunks.

I hope it gets more support as a game and would like to maybe see other themed areas, maybe pseudo-naturalistic places, or one in a darker palette. Even a weather/day-twilight-night system might suit it nicely. I did think that the kind of system used in Superflight might work well, colouration and variability of light and map structural seed. It is totally righteous as what it was intended, a meditative solo experience although I could also see perhaps the occasional smattering of multiplay working as a sort of mutual thing, you could even play spacetag(without clutter or direct score keeping ofc). Arcing movements whilst running across walls might be nice, and perhaps some more adherence to some of the vertical objects, allowing low pressure wall runs on most surfaces (ie. not as strong as the main red walls). Maybe curved rails you might lean into. The mind boggles.

Real player with 11.1 hrs in game

SATORI on Steam