

This game made me ugly cry at least 4 times


This game made me ugly cry at least 4 times


Jesus fuck that was an awful game. Think I got the SNES version out of a bargain basket for like 5 bucks. Spent hours trying to figure out what to do next while getting my party randomly deleted by stars in the sky that randomly attack you and tossed it.
Out of morbid curiosity loaded it up on an emulator about 15 years later and followed a gamefaq and finally beat the game to get probably one of the most disappointing endings ever. The game itself wasn’t too bad so long as I had a guide translating the vague clues about where I needed to go. I feel there is almost no way any sane individual under 16 would be able to beat it without some kind of guide.


Gonna plug Withering Rooms again! @[email protected] 's review of it initially sold me on it so I’ll just paste it here!:
I finished Withering Rooms a few days ago, having done both a full first playthrough and a quick run through NG+ to get the ending exclusive to NG+. Since then I’ve been in that odd spot where I’m kind of having trouble moving on to the next game. I just keep thinking about Withering Rooms.
This game was so amazingly good, it is seriously unbelievable it is the work of a solo dev. Especially since he also composed pretty much all the music - and the music is as phenomenal as the game. I don’t think I’ve been this impressed with a solo dev since Lucas Pope and Obra Dinn.If you vibe in any way with what you see on the Steam page, I heavily encourage you giving it a shot.
It is one of the most unique games I’ve ever played, which is funny because it simultaneously wears its inspirations on its sleeves. But the influences never end up leading to derivative end product, instead they are just the foundation for the very distinctive artistic vision of an auteur developer that is doubtlessly doing his own thing.And it’s not just about the story and world building and art direction and atmosphere, but the gameplay and build variety is also really good. All the gameplay systems are so well designed, the puzzles are intuitive and the game has so many thoughtful little touches you wouldn’t expect from the first game of a solo dev, especially on the QOL front.
The combat itself is a little clunky, but you do get used to it and there are several ways to build both melee and spellcasting, there is a ranged weapon build that leans more into consumables, you can sneak around and place traps, you can be a summoner… Probably more that I didn’t think of yet. And using all these different tools is a lot of fun.Having played this I am unbelievably excited for the sequel, which enters Early Access this year.


I mean it’s the first I’ve heard of it too :o





Some really unfocused melee vamp luck thing. Was a bit too glass cannony but I might have to revisit it with a more focused build later!
Yeah I like how they just gradually increase the scope of the game each chapter. I’d be completely overwhelmed if they dumped all of the stuff in chapter 3 right at the start of the game!


Just hit chapter 3 and realized the build I’ve been toughing it through the first 2 chapters with isn’t cutting the mustard anymore. Usually this is my cue to do a hard restart. But oh wait there’s a fix for that!
This game is still seriously blowing me away as the most considerate survival horror game I’ve ever played. I seriously can’t believe it’s mostly all the work of a solo dev 🤯


Yeah totally! The game is a lot more forgiving than I thought it would be given the initial vibes. Feels like I have an older brother giving me hints when there’s an aspect of the game I’m bit unsatisfied with.
Maaaan I’m tired of running from one end of the map to the other.
“Give it a bit more time. I gotchu.”


About midway though chapter 2 I think. Just discovered
the labyrinth


Shit well my week just disappeared. This game is the goddamn tops! Can’t believe it’s gotten so little notice :o


Welp you’ve sold me on it!
I remember playing the game once and found it intensely mediocre.


Krafton’s Lionel Hutzes have swiftly fired back in their own letter. “Papoutsis’s message was simply celebrating the UW employees’ efforts toward a past event: Krafton’s pre-Opinion determination that Subnautica 2 was ready for Early Access release,”
Lol the doofuses at Krafton actually hired a lawyer named Lionel Hutzes. No wonder they lost the case XD



Aren’t these guys the asshats that tried to take the rights to Star Control away from the original creators?


These are the same assholes who screwed the subnautica devs out of their bonuses to fund AI slop. Watching themselves shoot themselves in the foot in real time is oddly satisfying.


Ah, the funeral director has arrived!
This is amazing!


Whole community with that mindset btw!
The only game I couldn’t wait for in the last 15 years was Clair Obscur: Expedition 33. That shit broke down my walls in more ways than one 🥲


I came to depend less on the visual cues which are often deceptive and more on the audio ones or counting in my head for dodges/parries. Also invest heavily (basically all your points) into defense/vitality which makes Dodge/Parry misses much more forgiving.
Eventually, even if you only do a smattering of side quests/areas, you’ll get powerful enough to basically ignore the timing mechanics altogether.
Also set it on story mode + auto QTEs. I did that on my first playthrough and had absolutely no regrets. The mechanics of the game are definitely secondary to the experience of the story.
If this is anything like withering rooms I’ll be there with bells on!