Ouroboros

Ouroboros

If you’re reading this review you’re probably trying to decide if this game is worth your time and money. My recommendation: absolutely buy this game. Ouroboros is a phenomenal, engaging experience worth every cent spent and every hour played.

Here’s why.

First, if you have played a free version of this game, know that this version has significantly more content. Probably around double what the free version has, with more scenes, areas, bosses, and a more complete world and story. It’s worth the purchase.

Real player with 18.3 hrs in game


Read More: Best Story Rich Nudity Games.


HIGHLY RECOMMENDED 10/10 (Time Paradox, Events Perturbation, Adult Contents)

This is the 2nd Steam RPGMaker game that I played by the same developer, Sierra Lee. The story and game mechanics of this game is really unique and FANTASTIC and elevates RPGMaker games to a whole new enjoyment level. Let me explain.

The storyline of this game involves the classical time paradox where the events keep looping back to a certain point in the time continuum. At that point, everything resets. So you keep playing this game where your main character keep going back to the event where all his attributes are reset to “1” and everything repeats itself.

Real player with 17.3 hrs in game

Ouroboros on Steam

Forgetter

Forgetter

Disclaimer: I helped out with testing the game and got the game as a free copy.

The game is mostly a “walking simulator”, so the gameplay is kept relatively simple and the focus lies more on the experience of entering the very different minds of two artists and exploring their memories and traumas. Some of these memories I kind of expected (e.g. pressure from parents) but there are also other memories, some of them even pleasant that I didn’t see coming. Personally, it felt like I got to know two people by discovering some of their key memories, which was interesting to me, because I don’t know much about the artist life. I would have liked to see the game explore the different ways the “brain recycling” technology plays out for people, like in an episode of “Black Mirror”.

Real player with 4.0 hrs in game


Read More: Best Story Rich Walking Simulator Games.


Novice developers from Hong Kong were very kind to submit the game to my curator page https://store.steampowered.com/curator/26168615-Video-Games-Art-International/ and ask for my opinion.

I would thank developers with a positive review, but this is more kinda mixed review.

The game is in first person view and allows for free exploration of 3D environments. Incipit of story is very intriguing and original. You’re a young girl on probation for a new weird job at MindJob corporation. You’re a “forgetter”. Your mission is to clear the minds of famous deceased artists! Yes, at MindJob they recycle the minds of geniuses and artists and implant them in children brains! Families pay for their children to be next generation geniuses and artists! But artists and geniuses minds are affected by traumatic memories and deviant behavior, so you have to erase and clean them before the new implant! Do you want your son to be the next Van Gogh but with both the ears, without deviant behavior? Mindjob has the solution for you! :-)

Real player with 2.7 hrs in game

Forgetter on Steam

The Preposterous Awesomeness of Everything

The Preposterous Awesomeness of Everything

BEFORE YOU BUY:

-Is the game is on sale?

-Do you like Point and Click Adventure Games?

-You are in the mindset for something different?

IF YOU SAID YES TO MOST: Then try the demo before buying it anyway. It’s a surreal PnC-AG that needs to be tried.

IF YOU SAID NO TO MOST: Play the demo anyway. Even if you bought the game, the demo is right in the full game and is worth a play.


Crunched Review:

–Developer Front Page BS: None (Well, the joke about white blood cells was closer to a simile, but that’s nitpicking)

Real player with 7.0 hrs in game


Read More: Best Story Rich Point & Click Games.


I kind of loved this game, I think this game must be one of my guilty pleasures! I enjoy point and click adventures and I hadn’t played a point and click game for a while. So maybe that is why I really loved this one so much.

I think this game is original and unique with an equally unique and really effective art style. The story is fun and satirical, but in an intelligent way. It feels very well written and crafted and not just random silly ideas thrown together in a rush.

Point and click games can get very frustrating as it is very slow to walk from one area to another and to another to try different things. As this game is short, it does not get too frustrating.

Real player with 5.7 hrs in game

The Preposterous Awesomeness of Everything on Steam

Promesa

Promesa

Promesa is a work of art and art can be divisive. I would even go as far as to say that this is not a videogame in a classic sense. It’s more of an experience and a very slow one at that. During this experience I had the feeling of visiting scenes of memories and dreams from someone else. These scenes often felt very much lifelike thanks to the stunning environments but at the same time there was always something “off”. A strange feeling and sensation, just like in a real dream. Some environments even felt familiar to me. Above all else, this feels like a very personal experience that can be compared to a painting. The artstyle in Promesa is truly stunning and I enjoyed the scenery and accoustic environment very much.

Real player with 7.5 hrs in game

I completed a play-through of Promesa and I have no idea what just happened. I spent about 40 minutes walking forward at a generally slow pace through a series of doors and scenes. Some are created with great detail, while others are very impressionistic. There was an occasional bit of stream-of-consciousness narrative about growing old and looking back. And, in the background, an interesting sound track of instrumentals and ambient noise.

As an artistic piece, it is interesting and certainly combines various styles and textures (in terms of sights and sounds). But, as art goes, some ‘get it’ and others do not. I fall into the latter category, as I did not come away with any meaningful emotional reaction or any sense of cohesive threads within the game.

Real player with 3.2 hrs in game

Promesa on Steam

Save One More

Save One More

Save One More:




One of the many honourable serviceman on the battlefield is the one with the role of the Medic. These individuals are exposing themselves to the same dangers and fears as any other soldiers in battle. Not only do they have to dodge bullets and upcoming bomb shells, just like any other warrior, but their primary job is to get to their wounded comrades as fast as possible, without thinking twice about their own life. They definitely have a super sense of hearing to be able to make out the call, “Medic,” between explosive shells and whistling bullets. What courage these men must have in such chaotic situations, motivated by the thought, “I must save one more.”


*– [Real player with 5.7 hrs in game](http://steamcommunity.com/profiles/76561198003030375)*





6/10

A nice twist on war gaming

Short good game. I quite like art style.



A few tweaks would make a huge difference:



Firstly:

cut scenes should be skipable.



secondly:

the game displays wounded/saves/dead if one soldier goes down 5 times and you save it 4 times before it dies score would be 5/4/1\. when your dealing with groups of 20 or 30 soldiers its very hard to tell how many units are currently down. Quite a few times I though I'd revived all wounded only to have the dead count surprise me by going up.


*– [Real player with 5.0 hrs in game](http://steamcommunity.com/profiles/76561198873542904)*






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![Second Person: Secret Laboratory](https://cdn.cloudflare.steamstatic.com/steam/apps/1416220/header.jpg "")


## Second Person: Secret Laboratory


Destroy everything in your path, become a furious monster, no one should leave you.



Get a new experience in the game from the second person.



You have to watch the game on behalf of the employees of the secret complex and prevent them from destroying the monster.



What is being developed here? For what? - the main questions of the game. One of the projects requires strength to develop, and all laboratory staff have only two options:



- an organized fight against your most successful creation;


















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![A Lozenge](https://cdn.cloudflare.steamstatic.com/steam/apps/1354100/header.jpg "")


## A Lozenge


What a heartwarming little game this one is. Genuinely a beautiful example of great storytelling, and for the price point, there is no reason to not spare some pocket money on this one. The art fits the game so well in a way I haven't quite been able to put my finger on yet, but maybe you could give it a play and let me know ;-).


*– [Real player with 0.7 hrs in game](http://steamcommunity.com/profiles/76561198176619791)*





A Lozenge is a short interactive story about what was and what remains. It follows a mother and daughter as they grapple with a new normal. The hurt from the past is an iceberg and there is no inclination of what the future will be like for the duo. The now is what’s in focus as they barrel through the night toward a future that at very least holds pancakes.


*– [Real player with 0.5 hrs in game](http://steamcommunity.com/profiles/76561198881545899)*






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![Hey ma i'm a Dragon Now](https://cdn.cloudflare.steamstatic.com/steam/apps/1396580/header.jpg "")


## Hey ma i'm a Dragon Now


I'm a beta tester and this is what i liked about the game.



I like the cut scenes. They are humorous.



The bosses add the right level of challenge.



You can buy power ups using in game currency.



You can play in different Modes to make it more or less challenging.



This game is pretty fun to play.


*– [Real player with 8.4 hrs in game](http://steamcommunity.com/profiles/76561198169219805)*





Fuck Trump and Biden all my homies vote President Dragon


*– [Real player with 1.5 hrs in game](http://steamcommunity.com/profiles/76561198094031357)*






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![MaryPark St.](https://cdn.cloudflare.steamstatic.com/steam/apps/1283850/header.jpg "")


## MaryPark St.


OMG…. I can not say how gucci this is...


*– [Real player with 0.7 hrs in game](http://steamcommunity.com/profiles/76561198089935416)*





Interesting introspective journey


*– [Real player with 0.3 hrs in game](http://steamcommunity.com/profiles/76561198320692336)*






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![Ochitsubaki](https://cdn.cloudflare.steamstatic.com/steam/apps/1487140/header.jpg "")


## Ochitsubaki


_A fallen camellia is a beheading, every time, every petal falling at once: a severing._

════*.·:·.☽✧ ✦ ✧☾.·:·.*════



TW: CSA, animal death, violence, suicidal ideation



OCHITSUBAKI || 落ち椿 is a visual novel about the impossibility of translating trauma. It is a bilingual JPN/ENG game about translation and how it can run as deeply as the way hypermarginalized people constantly "translate" their identities and trauma for the understanding of others, no matter how far it is from the source material. It's about recovering from trauma through the genuine compassion and consideration of another person, who manages to See the aftereffects of trauma and are willing to meet that person's unique needs, regardless of if they "understand" them or not.



Ochitsubaki is only loosely a visual novel, which is to say it is a story-based game with a strong aesthetic component. Ochitsubaki has a deep, rich tapestry of aesthetics in unifying modern elegance with unique retro anime-inspired character portraits. The original soundtrack derives inspiration from traditional Asian pentatonic scales, particularly but not limited to Japanese ones, that also derive a modern, Genshin's Liyue-type twist that sets it firmly in contemporary times. It has three language options: JPN, ENG, and JPN translation. The ENG/JPN versions are two different renditions of the story, thus requiring a separate JPN translation, emulating what happens when you try to translate something as complex as identity. You can consider that the only real choice you make in the game is which language to play it in, and each language option provides a different "route," a similar but very distinctly different iteration of the story. The language modes mimic the powerful loss that happens when stories–when trauma--is translated.



The demo only contains the first two ENG chapters, an estimated 30-45min of playtime.



════*.·:·.☽✧ ✦ ✧☾.·:·.*════



Hanashiro (he/she/they) and their few remaining kin all react differently to the trauma of being immortal and witnessing the apocalypse over and over again in different cycles of reincarnation. Shiragiku is unfazed and cheery and flippant and whimsical and capricious; Shirayuri is nowhere to be found; and Hanashiro? Hanashiro is planning on their death in 10 years, when the camellias fall, if they cannot find a reason to live by then.



Hanashiro and Shirayuri have witnessed THE END OF THE WORLD before. But no one believed them. Shiragiku has seen many, many apocalypses, but she has never been hurt by any one after the first. Shiragiku has remembered every single end; Shirayuri has remembered none; and Hanashiro only remembers some. Which? Even he doesn't know.



Hanashiro misses speaking her fey mother tongue, but she can't seem to find anyone willing to listen to her, not even her own kind. And then she makes an enemy who just might. Their name is Lun Kochouran.



And they might be the first one in a millennium to learn the Amayuri tongue.



They also might be the first to kill an immortal.


















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