Blastboard

Blastboard

I’m playing this now with 3 friends and I have to say…I’m very surprised! This is actually a real fun game to play in a group and a great time killer when solo. I run 3 screens and it works fine. More features/DLC would be cool or even Workshop. For the price you can’t lose IMHO.

Real player with 116.1 hrs in game


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Blastboard Impressed my friends and I We are always looking for multiplayer games that are fun! This just made the list. For the price you can’t go wrong, hours of fun with friends. Do i recommend Blastboard… Hell Yes if you have friends and a pulse this is worth checking out. …….what are you waiting for ;-)

Real player with 79.1 hrs in game

Blastboard on Steam

qrth-phyl

qrth-phyl

qrth-phyl falls in the class of games like Lumines or Space Invaders Extreme that offer simple, familiar mechanics, carefully tuned and immaculately presented. It’s a love letter to snake-like arcade games, with easter-egg tributes to the genre’s innovators. You alternate between snaking around the outside of rectangles or rectangular prisms and free-movement 3D snaking inside those prisms. The idea of 3D snake worried me initially, seeming like a potential camera disaster, but the implementation is rock solid and I haven’t had a death that didn’t feel like my fault. Playing well increases “corruption,” which increases the difficulty of the proc-gen levels but offers more dots and a higher chance of encountering the treasured blue dots, which turn your tail into dots for you to consume like Pac-Man CE:DX’s satisfying ghost trains. The dynamic difficulty system persists between runs, and it feels like one of the best such systems I’ve encountered, quickly dialing in a consistently engaging level of challenge.

Real player with 4.5 hrs in game


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I absolutely love this game. The aesthetics are working great for the retro-arcade style. The controls are responsive and the game is challenging. Also the hidden sequence adds yet another dimension to the game (pun not intended).

I got this game years ago on IndieGameStand. That store doesn’t operate anymore and I had the only .exe file I managed to download before they went out of business. And here we are, qrth-phyl finally safely in my steam library.

I’m looking forward for future updates. Maybe VR support could be nice?

Real player with 3.6 hrs in game

qrth-phyl on Steam

Return Home

Return Home

The reactive difficulty keeps the game challenging as you improve.

Great game, and very replayable.

Real player with 17.0 hrs in game


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Blinding little score attack game with a great soundtrack and a devious auto difficulty mechanic.

Check it out.

Real player with 6.2 hrs in game

Return Home on Steam

Anomalies

Anomalies

SUMMARY: A graphical toy to make weird, surreal spacescapes and the oddities that inhabit them, from playing with sliders to just randomziing items. On top of that, you get odd soundscapes that play along. A way to just mess around, or a way to create relaxing - or disturbing - backgrounds on your computer or tv display.

Anomalies is a graphical toy that some may call a glorified screen saver - fortunately it’s both!

Basically you can randomize or set a bunch of parameters, that then make surreal spacescapes that you can watch while strange music plays. Depending on your choices, you might watch stars circle by as you observe a nebula, be caught among strange particles, or hover in front of a bizarre tentacular space creature. Or a combination.

Real player with 31.4 hrs in game

This is a really interesting piece of software. It is good to have around to either dip into casually or have a longer session. There can be some nice surprises. I just came up with a not very spectacular creation from the visual point of view, but it has a very nice ethereal sound. Tweaking parameters and hunting and rummaging are great fun. I have got some more choices of wallpaper too.

Real player with 26.0 hrs in game

Anomalies on Steam

Fractus

Fractus

Somewhere tiny, deep in the fractal foam, there is a strange and vivid world… a world with two dimensions, weird noises, and the all-consuming urge to gather more points. Welcome to Fractus! Blast your way through waves of organisms to release the portal to the next level, where you can do it all again! There is an infinite number of levels, but things get difficult quickly. How far can you get?

Fractus is an abstract twin stick shooter for Windows and Linux. It is a unique visual experience and a challenging game. Most of the graphics are fractal objects that are procedurally generated on the GPU. It also features an odd medley of guitar-generated sound effects.

Fractus on Steam

Jigsaw Jolt: Neural Style 1

Jigsaw Jolt: Neural Style 1

Features one hundred jigsaw puzzle images enhanced using AI style transfer. This gives each image a fun, quirky, and unique look. The puzzle images are specially selected to provide the high saturation of detail needed in a jigsaw puzzle.

The puzzle program has an open approach which allows you to find your own fun and customize the experience to best suit you. You are not limited to a specific progression path, or way of doing things. You can mix and match features to get the most fun and challenge out of your puzzle solving adventure.

The puzzle program uses a standard maximized application window rather than a fullscreen display. This makes it ideal for solving puzzles while also using your computer for other tasks. Whenever the puzzle screen loses focus any dynamic and timed elements are automatically paused, and will resume again when you switch back to the Current Puzzle tab page.

How To Use The Puzzle Program

To begin solving a puzzle, just click on one of the puzzle images on the Puzzle Selector tab page that is displayed on program start. The puzzle will be generated and displayed on the Current Puzzle tab page. You can customize the features that you want for the puzzle on the Settings tab page. The Help tab page provides you with all the information you need on customizing and solving puzzles, and on managing the program.

Most controls within the program also have quick-help buttons ‘?’ next to them which provide pop-up help information about the nearby control. This makes it easy to get the information you need, right when and where you need it.

You can find the buttons that let you switch between tab pages at the top of the screen. Next to these you will find a row of control buttons that give you control options for the current puzzle, let you save and load puzzles, and let you quickly exit the program.

Puzzle Program Features

Save and reload puzzles. Once a puzzle has been saved it will be autosaved once per minute and whenever the puzzle is closed. You can also set puzzle files for completed puzzles to be automatically deleted.

Save and reload puzzle settings profiles. You can have as many of these settings profiles as you wish. This allows you to create your own challenge modes, and easily switch between them.

You can select the number of pieces you wish to have in each puzzle. 24 to 216 piece puzzles are available.

Puzzles are generated on-the-fly when a puzzle image is selected. The puzzle is created using vector drawing techniques and the amount of randomness used can be controlled via the Settings tab page. This lets you customize the look of each puzzle.

Move puzzle segments (single pieces and interlocked multi-piece groups) around by clicking on them with the left-mouse button to pick them up and to put them down again. You can also hold down the mouse button to drag and drop puzzle segments. Once a piece is picked up it is considered to be captured and dynamic elements are turned off for the piece. If a segment is dropped near another segment that it can interlock with then it will do so.

Two workspaces are available to solve the puzzles in. You can switch between them using the right mouse button. Puzzle segments can be easily picked-up and dropped from one workspace to another and you can complete the puzzle in either workspace.

Pieces can be set to optionally be manually rotatable. The pieces will be randomly rotated when a puzzle is generated and can be manually rotated using the mousewheel. Pieces will only interlock once both they and their interlocking piece are at their correct rotation.

Puzzle pieces can optionally be set to move dynamically, rotate dynamically, and attempt to evade the mouse pointer when moving. They can also be set to make random direction changes to prevent clustering.

Rotating forcefields can be enabled for pieces. These will have small gaps in them to allow the mouse pointer in past the forcefield so that a piece can be captured. If the mouse triggers the forcefield then the piece will be locked while the mouse pointer is over it. You can also change the rotational speed of the forcefield to change the difficulty.

You can enable a health ring for the mouse pointer. This will decrement in health while a puzzle segment is picked up, forcing you to optimize the puzzle solving process. The health and health scaling are both customizable. The health meter applies a soft-limit on solving a puzzle that still allows you to complete the puzzle if you run out of health. If you want to use a hard limit then just close the puzzle when the health runs out.

A countdown timer is available to create timed challenge modes. The amount of time allowed is customizable for each number of pieces. A grace period is applied when the puzzle is created or loaded and after returning from a pause. You can combine this mode with the forcefield mode by optionally applying a customizable forcefield detection penalty. This applies a soft limit similar to the way the health meter works.

For some extra help in solving a puzzle you can set the completed puzzle image to be displayed as a faint image in the background on the puzzle screen. This feature can be enabled and disabled at any time.

The program will automatically pause dynamic and timed elements when the Current Puzzle tab page loses the focus. To pause, just switch to a different tab page, or to a different window.

Note that, due to the high number of optional settings combinations, you may find that you need to tweak some of the health meter and timing values to create challenge modes that work best for you. You can save the settings profile you create and reload it at any time once you have it set the way that you like it.

Jigsaw Jolt: Neural Style 1 on Steam

ReBall

ReBall

This game is the 15th ZERO EFFORT complete ASSET FLIP by this developer…

Here is the asset kit this is exported from:

https://assetstore.unity.com/packages/templates/packs/ballx-infinite-brick-breaker-complete-game-template-87125

Here is my video review:

https://www.youtube.com/watch?v=2mLpqEWhUHY

So, I understand some of you might wonder why you shouldn’t buy this here for a couple of bucks over paying $69 for the asset kit on Unity to get the game…

Here’s WHY:

This developer did NOTHING but export the barebones game template and changed the name. This game has NO options and not even a way to exit the game besides ALT-F4’ing to hard close it manually. Asset kits are not intended to be sold as complete games “as is”. They are meant to be a starting foundation for a game where the developer can expand on it and learn from it. By purchasing this, not only are you getting an incomplete game void of any options, exit, or depth, but you are supporting the laziness of an asset flipper doing ZERO work himself and selling you an exported template.

Real player with 0.1 hrs in game

ReBall on Steam

SOMOS

SOMOS

Even if the game has just been released , I was lucky enough to have played it at dream hack. And when I did, i was already addicted. The game has simple mechanics, but always keeps it intresting. Each level is different from the other in some way, which keeps you on your toes. As the game progresses, it get harder, but it just gets more fun. You start to adapt to different stages. Each stage mastered is a new weapon to the arsernal, allowing you to shoot down each part of the level with pure satisfaction. And every new high score is like a pat on the back. When you hear the sound that you beat your record, you don’t just stop and say “I’m finished”. Each time I heard the sound, I said “I’m not done yet”. I would deffinetly recommend this game, and I promise you, You won’t get bored.

Real player with 6.5 hrs in game

SOMOS is a minimalist masterpiece. You’re tasked with moving a circle in the middle of the screen back and forth by clicking on the side it’s on, though the real challenge kicks in when enemies spawn from both sides, causing you to rapidly, yet strategically deal with them while your circle frantically weaves in and out of danger. There’s several levels that’ll spice up your circle-protecting endeavors with scenarios such as Superhot-esque movement (time moves only when you move), daunting bosses spewing out barrages of enemies, only seeing the half of the screen your circle’s on, etc. Some of the challenges are difficult, but it’s the fun kind of difficult, like something you’d feel in Super Hexagon, and the satisfaction of completing a level there feels just as great in SOMOS too. Come to think of it, I feel satisfaction just from gazing at the game’s snazzy color palettes and listening to its hypnotic background synths while miscellaneous sounds from (killing) enemies are played over it. This all reminds me of the Bit Generations/Art Style games (GBA, Nintnedo DSi, Wiiware) and with the easy to pick up, hard to master vibes I get while playing it, I’d say anyone that’s a fan of those games or likes arcade-style stuff would feel right at home with SOMOS.

Real player with 5.2 hrs in game

SOMOS on Steam

Nira

Nira

Nira is a pixel based RPG which heavily reminds me of the old Holy Grail on the Atari 800 from back in the 80s.

The price is very generous for the content, hard time, and updates to come.

I purchased this game moment it was released as I could not bare to be without Nira once the beta ended.

I had the opportunity to play this game and help with debugging and suggestions along with many others who helped out as well.

The game is quite simple to learn, and very enjoyable. It’s one of those games you start playing then realize the day flew by.

Real player with 144.8 hrs in game

I’ve been really enjoying playing Nira, so far, I know it’s early days right now but I find the gameplay engaging and the items satisfying to obtain and use.

It’s very easy to get into; the way that the tools progress leads you nicely through the crafting tree, the combat is simple and rewarding (especially once you have gathered enough resources for projectile weapons), and I enjoy the foraging/farming aspect, it’s nice to see crops that you have gathered, or traded for, grow.

I cannot speak to the multiplayer myself, as I have yet to try it, but I enjoy the single player mode immensely.

Real player with 28.9 hrs in game

Nira on Steam

Patterna

Patterna

An enjoyable puzzle game, Patterna kept my attention for dozens and dozens of hours. You need to determine which cells are or are not marked as part of ‘the pattern’ based on given distribution/adjacency information, somewhat akin to Minesweeper or Hexcells. Like the latter of those, all puzzles are set up in a way that you never strictly need to make a random guess.

The thing that’s really singular about Patterna in my view is the robustness of the random level generator. I was able to find settings that generated interesting random puzzles more often than not. The only issue is that sometimes the chain of reasoning was difficult enough that I needed to break out pen and paper and brute force the next move, which generally felt more like bookkeeping than entertainment. On the whole, though, the game did a good job of hitting a reasonable middle ground of difficulty.

Real player with 97.6 hrs in game

In short: Patterna is a challenging hard-logic puzzle game with a steep learning curve. The mechanics are varied and the replayability infinite, but it is very rough around the edges with poor and sometimes frustrating implementation. If you have a low tolerance for bad UI, stay away. If you can stomach that and are a seasoned veteran of logic games, Patterna is well worth buying at full price.

In long: The developer himself compares Patterna’s mechanics to Hexcells, and one can immediately see the inspiration. But Patterna is far from a knock-off, does its own thing and expands gameplay well beyond the scope of Hexcells. Nodes may be revealed or not, may be part of a pattern or not, may carry information about nodes around them up to a distance of 3, may describe the length of the chain they are part of, may have up to 4 colors, may be unlinked, linked or directionally linked, etc. The complexity is smart and truly awe-inspiring, but comes at a cost:

Real player with 74.7 hrs in game

Patterna on Steam