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⚠️ The leaderboard will be reset at every 0:00 am on the first day of the month to give chances to every new player! Along with weekly leaderboard rewards, we will pay rewards to our top winners in Christmas Eve & the first day of 2019 (at all availability game servers: Demo/Free, USD, EUR, BTC, ETH, LTC, BCH, CGM, NTY, WEBN, ETE) 🎄 In Christmas Eve: 🏆 Top 1: 50 CGM 💰 🏅 Top 2–5: Top 2–5: 20 CGM 💰 🏅 Top 6–10: 10 CGM 💰 🎁 In the first day of 2019: 🏆 Top 1: 0.5 ETH + 500 CGM 💰 🏅 Top 2–5: 0.2 ETH + 200 CGM 💰 🏅 Top 6–10: 0.1 ETH + 100 CGM 💰 ⚠️ We will export the leaderboard data at a random time in Christmas Eve and at a random time in the evening of the last day of 2018 for paying rewards. ⚠️ You still has many other chances to earn from other bounty programs and affiliate program if missed this program. ⚠️ Please keep tracking our updates about the detail ICO plan, affiliate & bounty programs on our website https://www.clickgem.comor https://www.cgcasino.appor official Telegram channel https://t.me/clickgem! See more: t.me/clickgem/488 #ClickGem#CGM#CGMT#ClickGemCasino#CGCASINO#CGCASINOAPP#WEBN#NTY#Affiliate#Bounty#Reward#MakeMoneyOnline#MMO#Gambling#OnlineGambling#Poker#OnlinePoker#CryptoPoker#CryptoGambling#ClickGemAffiliate#ClickGemBounty#ClickGemICO#ICO#ICO2019
WA Government - Lockdown Information WA Government Infographic - Summary WA Health - Locations visited by confirmed cases HealthyWA - COVID Clinic Locations / Operating Hours Lockdown Rules Summary (ABC News) ABC COVID Live Blog - Sunday 31/01 Premier's Annoucement: --- IMPORTANT UPDATE REGARDING COMMUNITY CASE OF COVID-19 IN WESTERN AUSTRALIA, AND PERTH, PEEL AND SOUTH-WEST FIVE-DAY LOCKDOWN --- This morning, I convened an urgent meeting of the Emergency Management Team. We have a serious update to provide the WA community. This morning we received news of a positive COVID-19 test result. That positive result has come from a male hotel quarantine security guard, in his 20s. The information we have is fast-evolving. As you can understand, immediately our teams moved into place to begin contact tracing and put in place emergency response systems. This is all underway, and I ask everyone to be cooperative and understanding of what is going to take place. Here is what we know about the male who tested positive: He was working at one of the State’s hotel quarantine facilities – the Sheraton Four Points in the city. He had tested negative for COVID-19 on January Friday 15, January Sunday 17 and Saturday January 23 – as part of the weekly testing system in place. When the man was working at this hotel, there were four active cases of COVID-19. Of those four cases, we have at least three confirmed variant strains, two UK and one South African. We are told the guard was working on the same floor, as a positive UK variant case. The guard completed two 12-hours shifts on both the 26th and 27th of January. Exactly how the infection was acquired remains under investigation. The Health Department contact tracing team has pulled together a list of potential exposure sites of where this positive case has been in recent days. These locations currently include:
Coles Maylands supermarket on 25 January from 8pm to 10pm
KFC Maylands on 27 January from 6pm to midnight
Mitsubishi Motors car dealership in Midland on 27 January from 7pm to close
Spudshed, Coventry Village in Morley on 27 January from 8pm to midnight
ECU Joondalup on 28 January from 11am to 2pm
Consulate General of India on St Georges Terrace in Perth on 28 January from 12pm to 5pm
Halal Grocery Store in Cloverdale on 28 January from 7pm to 9pm
Venus Ladies and Gentleman Hair Design Maylands hairdressers on 29 January from 1pm to 3pm
Perth Convention Centre on 29 January from 4pm to 6pm
Nedlands Family Practice GP surgery on 29 January from 5pm to 6pm
Chemist Warehouse North Perth Pharmacy on 29 January from 5.30pm to 7.30pm
7-Eleven Ascot petrol station on 29 January from 8pm to 9pm
Coles Maylands supermarket on 29 January from 8pm 9pm
Puma Service Station in Burswood on 30 January from 11am to 12 midday.
Coles Express/Shell Service Station in Cloverdale on 30 January from 12 midday to 3pm
Pharmacy 777 at Maylands Park Shopping Centre 30 January from 2.30pm to 4pm.
People who have been to these venues on these dates and times must get tested. In addition, people who live or work in the Falkirk Avenue, Maylands area including Coles, Liquorland and the Maylands shopping precinct should present for a test. They must then go home and isolate until their negative test results are returned. The investigation is on-going by our public health team, and it is likely more locations will be added following further discussions with the man. Close contacts will be contacted by public health officials and asked to quarantine for 14 days. More information on testing clinics will be available on our website – the WA Health and WA Gov websites. The man’s immediate household contacts have been contacted, tested and placed in isolation at State managed quarantine facilities to complete a 14-day quarantine period in a quarantine facility. All three have tested negative this morning. However, we can expect that they will become positive in coming days. Genome sequencing is underway on the positive case and results will be known by Tuesday morning. However, based on the information we have, it appears possible that this new positive case has the highly transmissible UK variant. The past year has been unlike any other – Western Australia has done an incredible job. It’s something I am so proud of. But as we have always known with COVID – it can change very quickly. Today – we need to go back to what we know best, to ensure we limit community transmission of COVID-19 in our State. Even though it was nearly 10 months ago – WA has experienced community transmission of this virus before. We all did the right thing and we crushed it. And it worked. So beginning at 6pm tonight, the whole Perth metropolitan area, the Peel region and the South West region will be going into a full lockdown. This lockdown will run until 6pm on Friday. A five-day lockdown. It’s crucial we act quickly, to keep the community safe. We cannot forget how quickly this virus can spread, nor the devastation it can cause. Following our discussions with the Chief Health Officer and Police Commissioner, the following measures will be put in place from 6pm for people in Perth, Peel and the South West: People in these regions are required to stay home, except for the following four reasons:
Shopping for essentials like groceries, medicine and necessary supplies.
Medical or health care needs including compassionate requirements and looking after the vulnerable.
Exercise, within their neighbourhood, but only with one other person and only for one hour per day.
Work, where you cannot work from home or remotely.
In addition to this Stay Home rule. If you do leave home, for one of the four reasons you will be required to wear a mask at all times outside and if you need to work indoors, then wearing a mask in the workplace is also mandatory. To be clear, mask wearing on public transport is also mandatory. People in the Perth, Peel or South West region need to stay inside their region for the next five days, unless for an essential reason. We are strongly encouraging that everyone in this area, who is from another WA region, stay here and do not travel further outside of this area until the lockdown is over. If you do need to travel outside the region you are in now, that can only occur if you need to return to your place of residence or exceptional circumstances. The transport of essential goods into this region, is permitted, under our existing transport guidelines. This lockdown means the following businesses, venues and locations in the relevant regions need to close for the next five days:
Pubs, bars and clubs
Gyms and indoor sporting venues
Playgrounds, skate parks and outdoor recreational facilities
Cinemas, entertainment venues, and casinos
Large religious gatherings and places of worship
Libraries and cultural institutions
Restaurants and cafes will close, and provide takeaway service only. 10 people can attend funerals, weddings are cancelled for the next five days. No visitors are permitted to your home, unless caring for someone vulnerable or an emergency. No visitors will be allowed in aged care homes, unless exceptional circumstances. No visitors to hospitals and/or disability facilities, unless exceptional circumstances. Elective surgery and procedures for categories 2 and 3 will be suspended from Tuesday, 2 February. Category 1 and urgent category 2 surgery will continue. For a majority of schools in these regions, school was due to start tomorrow. That has now been put on hold and schools will be closed until next week – following the lockdown measures. It is, in effect, an extension of the school holidays. I have been in contact with the Prime Minister and my fellow State and Territory colleagues to advise them of this situation. I have recommended that they put a stop to any travel into WA – as an extra precautionary measure. Border controls are important here – and I 100% support them to ensure we can get through this. All these measures will be reviewed regularly and the Chief Health Officer will continue to monitor the serious situation and provide more ongoing advice. This is an extremely fast-moving situation. I know for many Western Australians this is going to come as a shock. Western Australians have done so well for so long but this week it is absolutely crucial that we stay home, maintain physical distancing and personal hygiene and get tested if you have symptoms. This is a very serious situation and each and every one of us has to do everything we personally can to help stop the spread in the community. We have acted decisively and swiftly given these circumstances. I want to thank everyone in advance for their patience. In effect, for a short period of time, we are going back to what we experienced in March and April. This is a highly unpredictable virus. But it is important to act calmly and take sensible precautions. Leaving your home to purchase food and essentials will be permitted during the lockdown. I say this, so people understand that you do not need to rush to the supermarket today. Take care of your loved ones and be respectful of others including those who are working, to keep essential services and supplies ticking over. Our State is well equipped to handle this situation. We have systems in place throughout the health system that are swinging into action as we speak. We have the capacity to manage this situation. Throughout the pandemic, the response of Western Australians has been second-to-none. The community has done everything we have asked of them. They have made great sacrifices, and it has kept our State safe. I could not be more proud and thankful of the way Western Australians have carried themselves. Now we’re asking for your help once again. We will provide further updates as they come to hand. All relevant information will be posted on websites as it comes to hand. Thank you WA.
How to not get caught with your pants down for cheap.
VERY IMPORTANT EDIT: I was looking at some comments and reread a certain part of my post. When I say buy put/call options I mean to buy the same amount of each - same expiry date and same strike price. Often you do this near the current stock price, because it is cheapest, and because you think it will move substantially from that specific price, however you're unsure how it will move. It's called a "long straddle" spread, and they're especially successful in volatile markets. If you have a strong feeling about direction, it might be better to simply buy one of the two options, and that's actual gambling. If I see another stock bubble up I know I'll be betting down, because it's easy to predict an overinflated stock going down. $$$$$$$$$$$$$$$$$$$$$$$$$$$$$ I'm a retard who wants to make money, but I've been struggling to make good plays. It's been a fucking rollercoaster, so I decided this weekend I'd devise a strategy to make sure I can still swim when everything inevitably goes sideways. I know this is a casino, and the point is to accrue debt - all that fun stuff, but there are always good reasons to take a long position, and with how things have been going for people it is in fact a huge gamble, and it's not always clear when to exit. God forbid the swing happens while you're busy with something else and you lose out on not only profit but a big chunk of your money too. During a rise The most obvious way to cover yourself is just by buying calls or puts, depending on which is cheaper at the moment. After steady growth over some period of time puts will almost always be cheaper, and the puts you buy during this growth period might very well be more expensive than the stock you had in the first place if the stock tanks 30%. Even if you buy cheaper puts that don't completely cover you, you stand in a much better position to exit. Stagnant period after massive growth For some reason this is where people think they should buy in, but I assure you if you weren't there for the rise you're literally going to end up buying stock from degenerates who just got rich, your grandmother or a weed farmer. I suggest buying puts below the stock price and moving on to something else, but if you find yourself here with a long position after just getting a nice gain it's important to do one of a few things: 1) get out of there, what the fuck are you waiting for 2) sell everything and buy the calls and puts closest to the stock price 3) sell everything and gamble on one particular direction 4) did I mention to sell everything? I've been mentally compiling data on what happens after a price shoots up like 50% in a day, and I've come to a conclusion. DO NOT WRITE ANY FUCKING COVERED CALL POSITIONS. God, I fucking hate myself so much for this one... At least I got all that premium money, right? I know all of these positions are pretty gay and bearish, but every one of these meme stocks seem to be overrun by people with amnesia. They looked at a green graph and said "oh, gee, better buy 1000 calls before I miss out". It's ridiculously easy to guess when something is completely overvalued, and you can make a lot of money like that too. On the other hand Alright, I know this is all obvious for many, and I'm probably just wasting my time writing this whole thing, but the opposite applies to falling markets. I already sort of mentioned this, but once the price seems to level off after a drop is when you could stand to make easy money off of uncertainty by just buying calls/puts near the current price. If you caught the stock at its ATH and loaded up on puts, then you probably don't care about this stock anymore and can finally move out of the basement. inb4 "hE wAntS Us tO sElL bEcAuSe hE boUgHt PUTS" Edit: most recent position had 100 in Aphria since it was 15 a week and a half ago. Saw it skyrocket and doubled down. No cover, no exit plan. Worst part was I was doing a vertical bull spread type of strategy and when I woke up the other day I was fucking margin called/no money to exit immediately and had to get out in an absolute fucking panic selling off all sorts of shit.
We're pushing over 10k cases per day in PA, up 10x from November. Hospital admissions are up over 50% in the past 48 hours. We have less than 10% of our hospital beds free. So why the fuck are we opening up bars and restaurants at 50% capacity after "self-certification"? Why the fuck are concert venues, arcades, casinos, and private clubs open at 50% capacity? Why the fuck is retail at 75% capacity? Why are we OPENING UP while our case rate is increasing by an ORDER OF MAGNITUDE? People are fucking dying! At least 341 people died in Philadelphia in December! Just open us right up, Tom! Watch this video (graphic). Now imagine this happened in Philadelphia three and a half times in December alone. These people mostly suffocated to death, just like our COVID patients. This is what you're doing to people when you don't wear your mask. When you go to the club. Stay the fuck inside and wait until you can get vaccinated.
Tiefgründige Gedanken am Heisl zu unserer Strandbrunzerregierung
Nennt mich linken Idealisten, oder Träumer oder was auch immer. Don't care. In dem nachfolgenden Rant geht's nicht um Links oder Rechts. Ich bin kein Fan des Kasten- oder Schwarzweissdenkens. Ich selbst würde mich jetzt in keine politische Richtung eingliedern, sondern sehe einfach in allen Bereichen massiven Handlungsbedarf. Auf Themen wie Freunderlwirtschaft, das Bedienen des spendenfreudigen Klientels, billige Polemik, inhaltlose Symbolpolitik, die offensichtliche Korruption sowie Zensur und Lügerei werde ich hier nicht eingehen. Stattdessen möchte ich in den Raum stellen, was alles bewusst ausser Acht gelassen wurde und warum der Hauptfokus der schwer inkompetenten türkisen Buberlpartie (die sich zu Unrecht hinter dem christlich sozialen Vorhang versteckt), einfach nicht ausreicht. Es gäbe so viel zu tun und zu verbessern. Den Türkisen geht's ja eh nur ums Image. Also warum nicht einmal das Richtige tun und zeigen, dass sie nicht nur konzerngeile Marionetten sind. Es sind die nicht vorhandenen Maßnahmen in den Bereichen: Bildung (Mindest ECTS beim Studieren zb.), Klimaschutz (den es nach wie vor nicht gibt), menschliche und faire Asylpolitik (keine Symbolpolitik wie eben kürzlich), Ausbau des Gesundheitssystem und Entlastung von Medizinpersonal (es wird uns früher oder später die Decke aufs Hirn krachen, wenn alle Mediziner in die Privatwirtschaft flüchten), Maßnahmen gegen die Abwanderung von Medizinstudenten (ja, es gibt eine EU - Quote, aber dann muss man das Angebot erweitern), Gegenmaßnahmen zum Lohndumping bei Pflegekräften und attraktive Entlohnung, vermehrte Investitionen in staatliche Wohnbauprojekte und Privatisierungsstopps in dem Bereich, attraktive Hilfspakete um die Abwanderung österreichischer Unternehmen ins Ausland zu verhindern (MAN Steyr), Intervention beim Verkauf österreichischer Ländereien und Unternehmen an andere Länder (Skigebiete, Casinos Austria, etc.), mangelnder Eingriff des Staates und verpasste Chancen der Verstaatlichung von Unternehmen (z.b. das Verhandlungsdesaster bei der AUA-Rettung), Wegfall sinnloser Zwangsmitgliedschaften (WKO), Überarbeitung des lächerlichen Strafmaßes für Alko- und Drogenlenker (wir sind EU-weit Schlusslicht), Sinnvolle Restrukturierung des Bundesheeres. Und und und (das sind die einzigen Sachen die mir grad am Heisl eingefallen sind). Was ist da jetzt eigentlich die letzten Monate passiert, ausser einem desaströsen Corona Management. Nicht einmal die wIrTsChAfT wurde sinnhaftig bedient. Da gabs weder einen Plan, noch Konzepte, noch langfristige Überlegungen. Stattdessen gabs Kohle an die Firmen (aber nicht alle) und aus. Well done. Slow Clap Und da wären wir beim Knackpunkt angekommen. Die Typen denken einfach nicht nach. Können sie auch nicht, weil sie keinen Schimmer davon haben was sie tun sollen. In jedem Bereich den sie angreifen hinterlassen sie verbrannte Erde und tun gleichzeitig so, als hätten sie das einzig Richtige gemacht. Jetzt kommt dann sicher ein Topcomment wie: "aBeR dIe AnDeReN pArTeIeN sInD nIcHt bEsSeR". Vielleicht stimmt das, vielleicht auch nicht. Wir haben seit Ewigkeiten einen türkisen (ehemals schwarzen) Stillstandsblock in der Regierung der sich einen Bullshit nach dem anderen gönnt und dabei "alles richtig macht". Parteien müssen Verantwortung für Ihr Handeln übernehmen und nicht nur Lobbys bedienen. Vor allem sollten Sie gesellschaftliche und ökonomische Barrieren beseitigen. Und das geht halt nur mit Leuten die in dem Bereich bewandert sind und nicht auf Spaltung aus sind. Ich weiß schon, dass diese Partei die Konsequenz des demokratischen Willens ist, aber vielleicht sollte man künftig darüber nachdenken, welche langfristigen Schäden dadurch verursacht werden (Beispiel Corona Hilfen. Wer wird das zurückzahlen, unsere Kinder oder Enkelkinder? Nichts gemacht in oben genannten Bereichen obwohl vieles davon für Post-Corona mmn absolute Voraussetzung ist). Ich finds traurig wenn man sich von PR-Spins blenden lässt und dabei der Fokus auf völlig falsche Dinge gelenkt wird. Ich hoffe wirklich, die Leute lernen was aus den letzten Jahren. Sonst schauts hier bei aus eher traurig aus. Sorry für den long post. Ich werd mir jetzt den oasch abwischen und spülen. Danke fürs Lesen.
What's that bro? You're seriously making another Yockey post? Yes, fuck off. One of the strangest things about Yockey looking through his files, about tied with his bizare popularity amongst women, was his Jewish friend of about a year before his death: Alexander Benjamin Scharf, who was in many ways as enigmatic as Yockey was. The bulk of the following information was gleamed from Kerry Bolton's Yockey: A Fascist Odyssey and from the FBI files*.* Background First things first, it's highly likely his name was not Alexander Benjamin Scharf, but infact; Benjamin Junger. Exactly why he changed his name is unclear, possibly maybe because his new name was less obviously Jewish and so he would encounter less anti-Semitism? Either that or he was involved in shady shit and having multiple names would help him avoid pursuers, this seems more likely as Junger had a history of, like Yockey, employing multiple aliases, including: Britt Phillips, David Chappelle and Benjamin Younger. But any guess is as good as mine. Born in Czechoslovakia on December 12 1923, Junger and his family settled in Argentina when he was 9 and later moved with his mother to Paraguay at the age of 15. He later attended Columbia University, which he was later found to have not graduated from, as well as various Jewish theological schools. Personality Described by his ex as having a "Deep feeling for Orthodox Jewry", Junger was a "Very serious and Very sad" man who was "distant" with people and was very hard to get to know, yet he was "a decent man" despite being "scared as a rabbit", he "would never become friendly with a person unless he was sure he could trust them". Which makes it all the stranger that Yockey, a man widely described as obnoxious, arrogant and irritating, was one of the few able to make a connection with him; although this may have been one of the rare occassions where Yockey felt compelled to bring his charm out but who knows why Yockey took a shine to him in particular. One part of Junger's person that I find deplorable is that he often presented himself, to the media and others, as a survivor of Auchwitz. However, by all accounts he probably faked his status as a holocaust survivor as he hadn't been in Europe since his family moved to the Americas apart from a brief stint in Paris. As a Jew, I peronally find this absolutely discraceful, but I think he may have had mental problems in any case and seems to have later convinced himself that he indeed was a survivor of the death camps. Junger and Yockey While visiting Reno to see his girlfriend, he made some poor decicions, as we all do after a few too many, and was left penniless after gambling away all his money. Luckily for Ben, after meeting Yockey at the same casino and he was given $20 by him to make his way home to Oakland. This occurred about a year before Yockey's arrest. The exact nature of the relationship between the two is not known. They were not incredibly close, they only saw each other ocassionally, but Yockey was not a man prone to friendships anyway and he liked Ben enough that not only had he loaned him an amount that today is worth $175 in order to get home, but he ignored, or tolerated, his Jewishness. That one of his only friends was Jewish is very confusing to me. Considering their simmilarities; both were paranoid enough to employ aliases, both had a sense of wanderlust and both had families they had fallen out with, I think they probably saw each other as kindred spirits, despite their obvious differences; a faily devout Jew and a rabid anti-Semite. Although it must be noted that, apparently, Yockey liked to wind Junger up by mentioning that he considered himself a "Pagan" whilst quoting from the Old Testament. Junger never told any of his friends about Yockey. Junger claimed that he was "naive in thinking Yockey was his friend" as he belives Yockey meerly wanted him to set up a business for him to use as a front. I think this is just him trying to distance himself from someone now outed as a Neo-Fascist. This also goes against information provided by Junger in the FBI files, where he refers to Yockey as a "true and faithful friend". I also do not know why Yockey could not have simply chosen someone else, especially someone more reliable, to use as a front. It also seems that Yockey often loaned Junger money. Junger tapes I just want to quickly mention that Bolton found out that one Professor Alexander Scharf of Lexington published a VHS tape on his "experiences" in the camps in 1990 named The Holocaust: When God looked down and wept. This person and Yockey's friend Benjamin Junger are likely one and the same. If anyone is interested in pursuing these tapes there are a few known copies that are freely given by libraries, known copies are in in MA, NH, NJ, Oh, IL and TN, so I, as a Brit, unfortunately cannot pursue them myself:https://www.worldcat.org/title/holocaust-when-god-looked-down-and-wept/oclc/25344561?referer=di&ht=edition Extra: After reading through the files I found that when Yockey slammed the door on the arresting agent's hand and caused it to bleed he said genuinely "Oh, I'm sorry, I didn't mean to do that."
Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. While the reviews are low for some games, this is partly due to how few reviews there are for some games. #19 on the list has a 49% for the Xbox One version of the game due to it only having two reviews, while the PlayStation 4 version has a 90% rating due to it only having one review, despite both versions being functionally the same. This high level of variance usually occurs when a game only has a few reviews. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Inertial Drift
Includes a Separate 2 Player Local Competitive/Versus Multiplayer Mode
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting all the achievements is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of achievements. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. If you do achieve the good ending on your first playthrough, the completion time is probably closer to six hours. As far as achievements are concerned, 100% completion is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Valfaris acts as a continuation of Slain - the developer's previous work - but it’s not necessary to play Slain first to understand the story of Valfaris. While Slain was mostly just a slightly above average action platformer, Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry.
Description Continued: There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. There are also some achievements that test your skills further, like finishing the game in two hours or beating the game with 10 or less deaths.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level.
Description Continued: There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. Bosses are dynamic and have a number of different phases to fight through. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The achievements are very difficult, and many ask you to beat a boss without taking a single hit.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting all the achievements can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the achievements give fun challenges to extend the life of the game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. You have to get all five endings and do some other miscellaneous stuff to get all achievements, but it has a relatively high completion rate.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. I only got 4 out of 21 of the achievements on my first playthrough. There are a number of different routes to take with the game.
10. Unbox: Newbie’s Adventure
Includes a Separate 4 Player Local Competitive/Versus Multiplayer Mode
Description: Unbox takes heavy inspiration from Banjo Kazooie and other collectathons of the fifth generation but has levels far larger than any Nintendo 64 platformer. Fortunately your customizable character can cover huge amounts of ground very quickly via the unbox mechanic, which is basically a super jump you can use up to six times before you need replenishment via item pickups or checkpoints. Both the jump and unbox mechanic are tied to the shoulder buttons, which takes some getting used to but is ultimately one I’m in favor of, as it allows for camera control without removing your thumb from the jump or unbox buttons. The high speeds you can travel make for some great exploration, but the game is still able to disable your ability to unbox by giving you a “fragile” item, allowing for more carefully considered platforming sections.
Description Continued: Each of the three major worlds have four major collectibles: 200 gold tape, 10 caged zippies, 18 stamps, and 1 super stamp rewarded upon defeating the boss of the world. There is also a hub world that has just 200 gold tape to collect. The 18 stamps are the jiggies or stars of the game, and they’re primarily what you’re after to advance the game. 9 of them are hidden across the world, while the other 9 are given by NPCs upon the completion of a task: Digi will ask you to take an item from point A to point B with some platforming in between, Dash will ask you to complete three races around different areas of the map, Superbox will ask you to destroy 20 enemies in X amount of time, etc. The other collectibles simply unlock more cosmetic options for your character.
Completion Time: ~7 Hours
Extra Content: The game only requires you collect 2/3 of the stamps to beat the game. If you want to collect all the stamps, zippies, and gold tape, this could more than double your playtime, as the worlds are massive and finding all the gold tape is a daunting task, though they do make a distinct noise when you are near them once you’ve collected half of them in a level. Your friendly companion Bounce will also give you visual clues on where to find whatever collectible you might be stuck on. I was able to find all the collectibles in the first world but three gold tape with next to no issues, though Bounce helped me with the remaining three. I really have to commend the developers for their inclusion of both audio cues and visual guides built within the game to guide you to collectibles – it makes collecting every last thing a lot less tedious. The high speeds of your character allow you great traversal of the world, which also helps with collecting everything. The achievements require you to collect everything. In addition to the single player campaign, there are quite a few local multiplayer modes for up to four players – these include Boxing, Collect, Thief, Oddbox, and Delivery. The developers go into more detail on each mode here.
Description: This is the sequel to the original 2D PC exclusive from 2017, with another 3D sequel currently in production. If you care at all for the story, it’s recommended you play or at least read about what happened in the first game. Spark 2 actually follows Fark, another jester. Spark 2 emulates many of the high speed moments found in 3D Sonic games, but brings a few ideas of its own. In particular, action is a bigger focus in this game, though platforming is still the priority. Enemies are easy enough to run past with a few exceptions for mini bosses at the end of some levels and the nine main bosses. In addition, enemies can also add to your score.
Description Continued: In addition to Fark’s expanded move-set in combat, he also has the ability to double jump, dash, and wall jump. The jumps give you a lot of air time, lending more leniency to the platforming, and the dash is great for building momentum. There’s quite a bit to explore in each level too – jumping off ramps in the middle of loopdeloops will sometimes result in you finding the game’s main collectible, floppy disks. Fark can also acquire four additional costumes found within the levels that offer some variation in abilities. The game offers five difficulties at the start, with it recommending the second easiest option, Normal, as the default way to play your first time through. Bosses on this difficulty are fairly easy provided you’re competent with timing when to use your shield, though I did lose once or two against a few of them.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy. The second one - Remothered: Broken Porcelain just released last month, but I've heard it's pretty buggy at the moment and not recommended in its current state.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. You’ll probably get most of the achievements – if not all, except the collectibles one - on your first playthrough.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's an achievement for completing New Game+ and some other fun achievements.
Description: SINNER is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The achievements task you with a few things you have to pull off in battles, and getting all the achievements is pretty easy to obtain.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter, and there are certain achievements associated with getting a good score. Getting all the achievements isn’t too difficult, but you’ll probably need a guide for some of the secrets.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting all achievement is extremely difficult.
Description: Warlock’s Tower’s puzzles are built around the movement of the player. There are numbers on the ground for the player to pick up – either 3 or 5 – and this gives the player a set number of steps before they die. Your goal in every level is to make it to an exit, and you’ll have to acquire the numbers in an order that gets you there. It is a bit easy in the beginning but eventually works up to be a challenge in the later levels as more elements are introduced: enemies, teleporters, conveyors, and even controlling two characters at once that share movement usage. The game has a very believable GameBoy aesthetic and sound effects to accompany it, and it works for this slower paced tile-based game.
Completion Time: ~6 Hours
Extra Content: This is published by Ratalaika Games, but surprisingly enough, you actually have to beat the game and find a few NPCs hidden in certain levels to get all achievements. There are optional levels in each world that don’t have any achievements attached to them, and this should add a few hours to the game.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting all the achievements is fairly easy.
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I’ve played a ton of 2D platformers, and this is one of my favorites.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your achievement completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observational skills and take a little more digging to finish. Attaining all achievements is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Cybarian has an interesting yet simple combat system that distinguishes itself from most action platformers. Instead of mashing the attack button, you have to press it once, wait two seconds for the animation to complete, press it again, wait two seconds for the animation to complete, and then press it again to complete a full combo. It sounds like something that's easy to get down quickly, but I found myself still occasionally going too quickly in the intensity of a boss fight. The game punishes you by not fulfilling the attack if you button mash. After each boss fight, you unlock a new move that will be required to fell some foes in the next stage. Conversely, you can play Hard Mode which unlocks all moves right from the get-go, but you'll have to beat all four stages without dying. "Hardcore Mode" would've been a more apt description of this difficulty setting, I feel.
Completion Time: ~1.5 Hours
Extra Content: Just like with Ultra Hat Dimension and Warlock’s Tower, this is a Ratalaika Games published game, so getting all the achievements can be achieved in under an hour. It would've been nice if they pushed you to beat Hard Mode, but you'll just have to settle for internal gratification instead.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Pumpkin Jack. Have you played any of these games? What are some other overlooked single player indie games? See my post below for some upcoming indie games to look out for.
We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games. I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews. Price will contain the U.S. PlayStation Store link to the game. 1. Hayfever
Description: Hayfever is a precision platformer that revolves around a mailman propelling himself using a number of different allergens that act as power-ups. A lot of the platforming is aerial and typically has you catching allergens mid-air to perform maneuvers in quick succession. It's not an easy game by any means, but it has oddly relaxing music to accompany the rather intense platforming. There are also letters to collect in each level to steepen the challenge and some secrets to discover too. It takes an hour or so to get used to the aerial platforming, and this is one of the few 2D platformers played better with the analog stick rather than the D-Pad. But letters that seemed unattainable to me at the beginning of the game became much simpler by the end, as I had mastered the controls and physics of the game. I don't expect everyone to love this game, but I have to agree with the one other guy who played it that gave it a 9/10. After putting 25+ hours into it, I am still eager to replay it soon.
Completion Time: ~8 Hours
Extra Content: It'll take another 8 hours or so to collect all the letters and probably about 6 hours or so to beat the Hard World, which features an additional 28 remixed levels. There are also secrets to uncover, but they don't net any in game progress and only work towards your trophy completion. Finding these secrets will probably vary more in time because they are hidden, but expect them to take a few hours to find. Just to clarify, letters are an expanded test of your platforming skills and are all in clear view of the screen, while secrets are a test of your observation skills and take a little more digging to find. The platinum trophy is a fair and rewarding challenge that took me about 25-30 hours to get.
Description: Valfaris is one of the best run & gun games I've ever played. You play as Prince Therion who returns to his home planet of Valfaris on a quest to kill his father. It's themed around a fictional planet and has a gross alien vibe coupled with heavy metal music. The music doesn't override the other audio in the game, and it does a nice job of upping the ante when you're fighting a boss – of which there are many. You're equipped with a primary gun, a more powerful mana-based gun, a sword, and a shield that can block with mana or parry. There are a number of weapons to acquire throughout the game, and the guns in particular do a great job of feeling different. You’re able to upgrade your weapons with Blood Metals. Some Blood Metals are found in plain sight, others are rewarded for defeating a tough enemy, and some are given for going off the beaten path. These upgrades typically just up the firepower but will sometimes introduce a secondary move to your weapon. There are checkpoints every two minutes or so, and most bosses will have a checkpoint just before them (only the weaker bosses come after a gauntlet of enemies). The game is a little hard at points, but overall it strikes a nice balance of feeling accomplished for overcoming the challenges without getting overly frustrating.
Completion Time: ~8 Hours
Extra Content: There are a few secrets to find throughout the game that are off the beaten path, though I was able to find 2/3 of them on my first playthrough. I found all but one weapon as well. The replayability comes from New Game+, which allows you to take all your upgraded weapons into a harder version of the game. Since the weapons all function a bit differently, this can be lots of fun. Getting the platinum trophy is somewhat difficult.
Description: The premise of the game is a fusion of side scrollers and oldschool fixed screens that teleport you to the opposite side of the screen when you pass through one side - think Pac-Man, arcade Mario Bros., or Balloon Fight. You will find obstacles in your path that are impenetrable in a typical side scroller, but can be overcome by holding a button to turn the screen into a fixed screen that allows you to pass through one side and out through the other end. This is a totally unique take on a puzzle platformer I haven't seen before, and all five worlds bring something new to the table. For example, World 2 will flip you upside down when you pass through a screen, allowing new types of challenges as a result. There's more emphasis on the puzzle elements than the platforming.
Completion Time: ~2 Hours
Extra Content: There is a New Game+, but from what I could tell from the beginning it wasn't a whole lot different. Still, there's a trophy for completing New Game+ and some other fun trophies. Unfortunately, like many early generation indie games, this one has no platinum trophy.
Description: This game revolves around using two square characters who fling themselves from one end of the room to the other to reach an exit. You must position yourself in such a way that you use each character's body to get around the level. Each world introduces a new mechanic to keep things fresh. The whole game is played only using the two analog sticks (the d-pad and face buttons work, but the two analog sticks are best, in my opinion). It can also be played in local co-op, however with how often you have to fling yourself around, coordinating the correct movements to the other player would be exhausting, and it is easier to experiment yourself.
Completion Time: ~3.5 Hours
Extra Content: There's really no extra content, but $4 for what's almost a 4 hour game isn't bad. There is an easy platinum trophy however.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game. The few trophies are relatively easy to obtain. There is no platinum trophy for this game.
Description: Daggerhood's main hook is the use of its sword teleportation mechanic. You throw your sword with a button, and you press the same button again to teleport to where the sword is. While this is a mechanic that has been seen in some Metroidvanias, I haven't seen a tight, linear 2D platformer make use of this mechanic before. Each level has a number of collectibles and some small side sections as well, but for the most part the path to the finish is clear - it's just the execution that's the tricky part. Add in teleportation portals to make things even trickier.
Completion Time: ~2.5 Hours
Extra Content: As this is a Ratalaika Games published game, the platinum trophy only takes about 1-1.5 hours to achieve. You can get it well before you even finish the game, which is a shame because the game had all the makings for a fun platinum trophy. There are tons of collectibles in each level, and each level records your time. So there is a lot here to extend to the playtime.
Description: Usually with Metroidvanias, I expect a long, difficult game that's difficult to navigate. Momodora: Reverie Under the Moonlight is a counter to those ideas while still maintaining the exploratory nature of the sub-genre. The plot is pretty simple and doesn't feature a ton of story, but there are a few NPCs you talk to throughout your quest. The combat is also fairly simple, but the boss fights you engage in are all great. Without much weapon customization, it's stripped to the basics of dodging enemy attacks while trying to get a hit in. It makes for a game that's easy to get into and instantly start enjoying. All of the areas are visually appealing, some more than others, and each of them lasts shorter than you'd expect. The game is only around 3-5 hours, but it feels like you've played so much more in that time. Some games only really start to take off by the time this game finishes.
Completion Time: ~4 Hours
Extra Content: Getting 100% map completion should only take an hour or two of cleanup. I did miss an optional boss on my first playthrough. There are also items to discover, and the trophies give fun challenges to extend the life of the game. Unfortunately there is no platinum trophy for this game. One cool thing I liked was that beating a boss without getting hit at all gives you a useful item. It also features New Game+, allowing you to carry over most of your items, making the game more difficult, and changing up enemy placement.
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: Since this is published by Ratalaika Games, getting the platinum trophy can be obtained after only clearing 2/3 of the levels. There are a few custom maps on the PC version of the game but no additional content on consoles.
Description: Remothered: Tormented Fathers feels very old school in its design philosophy - no weapons outside a few self defense items and distraction items. You go back and forth in the mansion and have to learn the layout and where things are to proceed. You have to manually select the key item from your inventory to use on triggers (but a key icon is still shown to guide you a little). The sounds in this game do a great job of evoking tension, and I appreciate that the stalkers don’t seem to teleport, so if you can get away from them, you’ve earned your freedom for awhile. This is the first game in a loosely connected trilogy, with the second one due later this year.
Completion Time: ~6 Hours
Extra Content: There are some collectibles you can go back for, but not a whole beyond that. Unfortunately there is no platinum trophy for this game, and you'll probably get most of the trophies - if not all, except the collectibles one - on your first playthrough.
Description: Reverie is a mix between Zelda’s gameplay, Earthbound’s aesthetic and humor, and a New Zealand folktale – the legend of Maui and the Giant Fish. Instead of the more traditional sword and shield style fantasy, Reverie instead opts for items and tools a modern boy is more likely to find in his possession, like a cricket bat, a yoyo, and a nerf gun. Similarly, the first dungeon is grandpa’s basement, where you’ll square off against a giant hedgehog and a tumble dryer. That said, the game does get more fantastical with the last two locations, particularly the last one. It’s a relatively easy game overall, though the fourth and especially fifth dungeon offer up a moderate challenge. The indie scene has produced a lot of Zelda-like games in recent years, but this is the only one I know of that isn’t your standard medieval fantasy.
Completion Time: ~5 Hours
Extra Content: There are feathers to collect, mini games to play, and a combat focused bonus dungeon to beat. That said, a lot of this stuff is easy to stumble upon in the main quest, so you’re probably looking at about two or three hours’ worth of content after beating the game to complete everything and get the platinum trophy.
Description: Inertial Drift's distinguishing characteristic is its employment of the right analog stick for drifting. This takes a little getting used to, but it feels great once you get the hang of it, creating some exhilarating moments when perfecting corner turns. The game has 10 unique tracks + 10 reversed tracks, 16 vehicles, and four separate story arcs. Each story arc is only a couple of hours long and features a different protagonist with a different vehicle. Since you’ll be racing on the same track a few times, there are a few gameplay variations that differ from just reaching the finish line at the end, such as racking up a certain number of points that are acquired through longer drift times and other means. There's quite a bit of dialogue between races, and in the races themselves characters will frequently dish out positive commentary on your performance in the form of text in the top left hand corner of the screen. The game's aesthetics are a fusion of anime and synthwave. I've heard many fans liken the game to the manga Initial D, though I'm unfamiliar with that series myself.
Completion Time: ~3 Hours (for 1/4 Story Arcs)
Extra Content: There are a number of different modes including a Story Mode, Challenge Mode, Grand Prix Mode, Arcade Mode, two player Split-Screen, and Online, as well as a Tutorial. Completion of challenges in Challenge Mode allows you to unlock new vehicles for the other non-Story Modes. Grand Prix Mode allows you to race using different characters/vehicles through a connected set of challenges, while Arcade Mode is for one-off races. I wouldn't recommend this game for online play as the user-base is pretty small (hence it being overlooked) and you're unlikely to find a match. Getting the platinum trophy is fairly difficult.
Description: This is an action platformer that emulates arcade games from the latter half of the 1980s, but it is probably most reminiscent of Super Ghouls 'n Ghosts. The creator, Locomalito, states that the soundtrack uses the true arcade sound of the YM2203 chip. The game is hard, but the checkpoints are never more than a minute or two apart, and the lives' system/continue system has no penalties outside of locking you out of trophies. This is a very boss dense game - in the ~4 hour run-time it takes to complete the game, you fight 19 bosses. The handful of weapons and items you pick up helps lend variety to the combat, and no two boss fights feel the same.
Completion Time: ~4 Hours
Extra Content: The game has two endings. Most players will get the bad ending the first time around and be locked out of the final stage (which is the longest stage in the game). You do have to play through the game again to get the good ending, but you'll likely do it in half the time. If you want to see all the major content on your first go around, I recommend looking up how to get the good ending before you play the game. As far as trophies are concerned, the platinum trophy is very difficult to obtain. If you like an extreme challenge, this one's for you.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There’s an Arcade Mode that lets you replay boss fights and some collectibles to find in the main campaign. The trophies are very difficult, and many ask you to beat a boss without taking a single hit.
Description: The Count Lucanor’s story is very fairy tale-esque – more like a classic fairy tale as it can be pretty dark and grotesque at times. On his 10th birthday, Hans chooses to leave his mother in a quest for wealth. After some walking and conversation with NPCs you find along the way, you stumble upon a large mansion and find that the count of this mansion is looking to pass his wealth onto an heir who can prove himself worthy – “worthy” in this case being the one who can figure out the count’s name. From here, you are tasked with adventuring through the mansion and solving environmental puzzles in a nonlinear way to acquire the letters that spell the count’s name. There is a survival horror element to the game, as you are unable to attack the enemies in the mansion and instead must crawl under tables and find other ways around them. You can place candles around the mansion to light it up to help you better evade enemies, but your usage is limited (though you can find more).
Completion Time: ~4 Hours
Extra Content: There are five different endings and some puzzles/rooms you don’t even have to do. This could double your playtime – maybe even more if you don’t use a guide. The platinum trophy requires every ending and a few other things but is pretty easy to get if you use a guide.
Description: The Bunker is an FMV point & click adventure, meaning it features real actors and environments just like a live action movie. Many of the actors involved have been in high profile movies/TV shows as well, including The Hobbit, Game of Thrones, Star Wars, and Penny Dreadful. The game takes place in a fallout shelter and follows the last survivor as he tries to find a way outside following the death of his mother, after living 30+ years in the bunker. The gameplay has you solving puzzles and finding ways to proceed to the next area. The story is the focal point of the game though, and it frequently switches between the past and the present to tell its story. There’s a good juxtaposition between the lively past and the lonely present that makes you question how the protagonist ended up as the last survivor. There’s only one narrative choice to make in the game, and it comes at the very end. The game also works in handheld mode with touchscreen functionality if you'd prefer to play it that way.
Completion Time: ~2. Hour Completion Time*
Extra Content: You can replay the game and try to find all the collectibles. Most of them give more background on the story. You can trigger the ending you did not choose the first time around by simply reloading the last checkpoint, so there is no need to play through the whole game again to unlock it. Getting the platinum trophy is fairly easy.
Description: A Tale of Paper takes direct inspiration from Little Nightmares, sporting the same sideview camera angle and minimalist narrative. It’s a little less creepy and has the interesting twist of transforming into a variety of different origamis on the fly: from a little alien creature, to a frog, to a ball, to a paper airplane, etc., all with the push of a button. You’ll use a combination of different origami shapes to overcome the obstacles in the area, and you’ll be accompanied by some gorgeous sceneries in the process. The gameplay is pretty easy in both its platforming and puzzles, making it an easygoing, movie-esque kind of game. While the story is minimalist, it results in a satisfying conclusion, and it really feels like you’ve been through quite a journey even with the short runtime. The game evokes the feeling of being a tiny specimen in a larger-than-life world – Toy Story 2 is probably the most apt comparison I can make. Outside of Little Nightmares, I haven’t played another game quite like this.
Completion Time: ~1.5 Hours
Extra Content: I got seven of the eight origami collectibles in my first run-through. The trophies also only offer a few extra things to do, but I’d recommend reading the list of trophies before you play the game if you want to get the relatively easy platinum trophy.
Description: If you liked Detroit: Become Human or Until Dawn, Late Shift will be right up your alley. This game is a bit different from both those titles in that it's an FMV, with the gameplay solely consisting of the choices you make. You receive prompts at key moments in the story on what you want your character to do next, and this effects the outcome of the game. It plays more like Black Mirror's Bandersnatch, though this game came before it. The story follows an everyman who gets tangled up in London's criminal underground just as a result of being in the wrong place at the wrong time.
Completion Time: ~1.5 Hour Completion Time*
Extra Content: There are 180 choice points and 7 different endings. There is a platinum trophy, and I only got 4 out of 21 of the trophies on my first playthrough. There are a number of different routes to take with the game.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon. The trophies task you with a few things you have to pull off in battles, and the platinum trophy is pretty easy to obtain.
Description: Verlet Swing’s aesthetic is as intriguing as its gameplay: you are tasked with grappling and swinging yourself across these vaporwave styled levels without hitting anything. The levels are all very short, but you’re likely to play many levels dozens of times before even finishing it… just to get a 1/4 rank. The ranking system is actually very cool, in that it encourages you to find alternative paths or sometimes just building up more momentum to get to the end faster. Most levels do seem to have a set path, but at the same time, with the proper grappling of the mechanics, you can forge your own, which is a game in itself.
Completion Time: ~7 Hours
Extra Content: There’s an in game challenge menu that mostly recycles a lot of the base game content – though there’s a particularly funny one that switches the perspective to third person to play as a knockoff Spiderman. You can also go back and try to get the best possible time for each level. Getting the platinum trophy is extremely hard and I believe is at 0.1% completion.
Description: Neon Drive is a challenging rhythm game with a synthwave aesthetic and appropriately matching music. The objective of the game is to evade the obstacles coming at you by transitioning between four lanes at the right moment using either two of the face buttons, D-Pad, or shoulder buttons. Personally I found the shoulder buttons worked best. The game will occasionally transform you into other vehicles that mix the gameplay up a bit - one notable example is when you turn into a plane and transition between eight lanes in a 360 degree orientation. There are only eight levels that are all about three minutes in length if you were to beat them with no deaths, with two checkpoints and two health points that regenerate between checkpoints. While this all sounds very generous, most of these levels will still take you dozens of tries, though the life reset is almost immediate so you can get back into the action right away.
Completion Time: ~3 Hours
Extra Content: There are two harder difficulties, an endurance mode that sees how long you can go without dying, a free run mode that allows you to play through the game without reset (only unlocked after beating each level), and online leaderboards. The trophies are very hard to get, and there is no platinum trophy.
Conclusion My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop. Have you played any of these games? What are some other overlooked single player indie games? If you’re looking for more indie games to play, see my post here:
There are also some links within the first link that discuss indie local multiplayer games as well. Introduction We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games once again. Details About the List I'm going to order them according to Metacritic Critic Ratings. Two of the games towards the bottom have a pretty low rating that I personally disagree with, but it's only fair that you hear from more than just me. I’ve also selected a music track I enjoyed for each game for all you audiophiles out there. Price will include a link to the U.S. store page of the game. Price is in U.S. dollars. 1. Ultra Hat Dimension
Description: Ultra Hat Dimension follows Bea through a series of rooms in a palace on a quest to undo the magical spell that has made the mythical Spluff creatures want to attack one another. There is a little bit of backstory via one sentence thoughts from Bea in between levels, but nothing major here. The gameplay revolves equipping four different types of hats and using them to evade or push Spluffs around to retrieve the key and reach the door. Each Spluff dons one of four different hats which effects their behavior towards other Spluffs and you. You will be punched one tile back by every Spluff unless you’re wearing the same hat as the Spluff. Spluffs interact with one another differently depending on what hat they’re wearing in a rock, paper, scissors kind of way – they may punch a Spluff back one space, get into a scuffle that allows you to get close to them without wearing a hat, or they may temporarily disable them in a way that allows you to access the space the Spluff consumes within eight moves. There are undo and reset buttons included that allow you to quickly rewind mistakes. There are some clever puzzles accompanied by catchy tunes and a charming pixel art aesthetic. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There is no additional content, but you can go back and replay any stage you wish.
Description: Bot Vice follows Erin Saver through a dystopian world with anthropomorphic animals and a 1990s arcade aesthetic, complete with cheesy dialogue and an announcer that shouts your item pickups with enthusiasm. Each level takes place on one screen and tasks you with defeating waves of enemies while minimizing damage to yourself. You are always locked behind a barrier at the bottom of the screen and are only able to move left and right. In terms of move set, you have a number of different guns and projectiles, your saber, your roll, and you can duck behind cover to make it through each level. Parts of the barrier can be destroyed, leading to gaps where normal enemy fire can reach you. Weapons and powerups will spawn from hitting a certain type of enemy that you’ll then have to pick up from where they land. The gameplay is fast paced and allows you to unleash a heavy amount of firepower on some very big foes. The levels are all short but will likely take a number of attempts to complete, as there is a lot to take account of on screen. Nearly every level has a mini boss appear at the end, with a main boss featured after every five levels. At the end of every level, you’ll be rated based on your completion time and health points remaining. I only got a few high ratings on my first time through, so there’s an additional challenge there if you want an A rank on every level.
Completion Time: ~3.5 Hours
Extra Content: Beating the main campaign unlocks an additional 25 levels – this is on top of the 25 bridged together in the main campaign.
Description: Golf Peaks is a card-base puzzle game that plays nothing like the actual sport of golf outside of getting a tiny ball in a hole. Instead you’ll choose your moves by using the cards at the bottom of the screen. They have different numbers and trajectory that result in hitting the bar different distances and different heights. You aim the ball up, down, left, or right, and then select the card you want to use. There are a number of different tiles that have their own effects that you have to account for. Ramps, for example, will force your ball down unless you’re able to have your ball travel to the top in one move. There were a number of times when I thought I had tried every solution just to finally find the right solution. The minimalist visual style and relaxing music service the game’s simple but engaging premise. The difficulty is about average.
Completion Time: ~3 Hours
Extra Content: There are three extra levels in each world which will add about another two hours of game time, as they are typically harder than the nine levels found in their respective world.
Description: This is actually a sequel to the Steam exclusive Horizon Shift, which sports a different aesthetic and isn’t quite as good from what I’ve read. Horizon Shift ’81 mimics the look of a fixed screen shoot ‘em up from the early 1980s but comes with a few twists of its own. Your ship is positioned in the middle of the screen on a horizontal line rather than the bottom, and you have to flip between sides to deal with enemies coming from both the top and the bottom. The line can be broken in different places – leaving a gap where you can fall to your death – by asteroids and certain projectiles. This is where the expanded moveset comes into play: you can jump between gaps and also over enemies who attach themselves to the line. Enemies on the line can also be taken out with a horizontal shield bash that regenerates after a few seconds. There is a boss after every five stages, some of which will actually bring the line down to the bottom of the screen, while others retain it in the middle. Horizon Shift ’81 has a number of customizable settings that change everything from the aesthetics, to the difficulty, to the checkpoint/lives system, to the speed of the game, and more. The two main modes are a choice between three lives with a checkpoint before and after every boss, or a checkpoint at the beginning of every level but only one life.
Completion Time: ~3.5 Hours (Normal Mode on Arcade Style)
Extra Content: There are a number of ways to customize your future playthroughs, and there’s an unlockable boss rush mode after finishing the game.
Description: This comes from the creator of Cave Story and is even considered a spiritual successor by some, though it drops the Metroidvania qualities in favor of purely linear progression. While a lot of indie games opt for the NES aesthetic, Kero Blaster feels really authentic in this regard, in both its presentation and its soundtrack. While Kero Blaster plays like most run & guns, there’s a little more platforming in the second half of the game. The weapon selection is particularly noteworthy, with each gun certain strengths and weaknesses in different scenarios. The bubble has a downward arc and works on water surfaces, while the base weapon is a straight line of projectiles. Coins are the main collectible and allow you to purchase weapon and health upgrades in the shop. So even if you lose all your lives, you’ve still made some progress towards your next upgrade. That said, I only got a game over once per stage with the exception of one stage where I got two game overs.
Completion Time: ~3 Hours
Extra Content: The extra difficulty options mixes things up with enemy placement and even new stage layouts for a fresher second run.
Description: Pato Box follows an anthropomorphic duck boxer on an adventure through a stylistic noir comic book world. “Pato” is a Spanish word that translates to “Duck” in English (the game was developed by a Mexican studio). The boss fights are heavily inspired by Punch-Out’s gameplay, but there are levels outside of these fights to help differentiate it. Most of the levels can be selected in any order you choose and typically serve as a leadup to the boss fight. Bosses are usually introduced by a cutscene followed by some dialogue taunting Pato Box. The levels play entirely differently from the fights, but the themes of the level match those of the bosses. The levels will employ various elements of evasion, stealth, exploration, and a few time-based mini-games. The casino level, for example, will have you walk around the casino looking for chips and punching the slot machines to earn enough to pay entrance to the fight, while the food factory has you evading stompers, sawblades, and butcher knives as you work your way through the level. There are variety of things to find throughout the levels: tokens for decorations in Pato Box’s room, backstory on the boss of the level and the world, and tips on how to win the upcoming fight. The fights themselves lock Pato Box in the middle of the screen, allowing you to block, juke left or right, and perform a low or high jab to the left or right. The game foregoes a HUD in favor of a visual representation of your health via scars on your body, which I thought was a nice touch. While the levels and bosses play pretty differently from each other, they’re weaved together by a dark and intriguing story that follows Pato Box’s quest for retribution against an evil corporation.
Completion Time: ~7 Hours
Extra Content: There are motion controls for the boss fights exclusive to the Switch version of the game. There’s also an Arcade Mode that lets you replay boss fights and some collectibles to find.
Description: This is a 3D platformer that reportedly takes inspiration from both MediEvil and Jak & Daxter: The Precursor Legacy. There’s about equal amounts of platforming and combat in this game. While the combat is relatively simple, you’re given a variety of weapons that all feel unique. The levels have a good amount of variety within them – you’ll jump between ships on a ferry ride, ride an undead horse through the sky, play a few mini games as a headless Jack, and fight a boss at the end of each of the six levels. Both the combat and platforming are relatively easy – platforms are typically large and Jack has an edge grab that helps tremendously, and smashing the many destructible objects around the levels increases your health. This game takes the linear adventure approach, with a number of collectibles sprinkled throughout the levels: crow skulls, presents, and gramophones. Some areas are more open and allow you to choose the order in which you do certain tasks. The game has a decent amount of dialogue in it, which does an effective job of giving some character to Jack, his two animal companions, and the rest of the cast. The visuals and soundtrack are particularly great, especially if you’re into Halloween themed media.
Completion Time: ~4 Hours
Extra Content: There’s collectibles to back for – I got about 2/3 of the collectibles on my first playthrough – skins to unlock – which are purchased with the collectibles you find in the levels – and you get to start a second playthrough with all the weapons already unlocked at the beginning. You’ll also be able to return to any level you want via the level select menu.
Description: SINNER: Sacrifice for Redemption is a Soulslike boss rush - there are no levels and only small area before each boss to practice your moves. There are eight bosses, the first seven allowing you to fight in any order, each representing the seven deadly sins. You are equipped with everything the game has to offer from the beginning (except for the New Game+ weapon they give you), and instead of becoming more powerful, you gradually lose things with each boss you defeat, hence the “sacrifice” in the title. It’s like a reverse RPG. Each boss has a different sacrifice associated to it – one may deplete your throwing items’ usage, while another will deplete your health and stamina. Picking the best order to fight them in adds a little strategic thinking to the game, as you may be more dependent on your large health and stamina bar more than your throwing items’ usage, for example. The game is fairly difficult, so your victories over each boss feel very gratifying when they do come.
Completion Time: ~5 Hours
Extra Content: There is New Game+ that offers you an additional weapon.
Description: Reportedly inspired by obscure Japanese games from the late 1980s and 1990s, Tamashii blends puzzle platforming together with an oppressive atmosphere. The introduction starts with the character being willed into existence by a godlike character that tasks him with destroying the macabre forces that have taken control of and corrupted his chambers. Your character is able to spawn three inanimate clones of himself which is the primary source for most of the platforming and some of the boss fights – you’ll use them to trigger switches and open up new paths. There’s about an even mix of puzzle solving and platforming, and there’s a whole eight bosses in this short adventure (though one is a secret) that are probably the most visually interesting moments in the game. The creatures and backgrounds are effective in selling the dark presentation of the game. The difficulty is about average – maybe slightly easier than most indie puzzle platformers. There is a sequel currently in the works.
Completion Time: ~2.5 Hours
Extra Content: There are a few obscure secrets to discover. You can also play through the chambers again with a score meter.
Description: The Long Return follows an orphaned cub who retraces his steps from the last journey he took with his mother, with backstory told via memories from the past shown in the world. It’s light on story but has a satisfying conclusion. The gameplay involves some light platforming, light exploration, and a lot of puzzle solving. There are environmental puzzles, as well as puzzles that take place on a grid disconnected from the world of the cub – think The Witness or BioShock’s hacking puzzles. The game is mostly linear, with one open level in the middle that takes up about half the game’s length. There are collectibles in the form of gems that allow you to buy hints to puzzles. At the end of each level, the game will tally your deaths and gems collected over total number of gems in the level. The game’s platforming is fairly basic, and most of the puzzles are relatively easy. The game has a polygonal look that gives it a unique flavor, and the soundtrack evokes a sense of adventure.
Extra Content: You can replay the game to collect all the gems, but there is no level select menu.
Providing inspiration for current and prospective clients
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Interacting with your audience
**My services include: *Editing and rewriting of existing content * Images, if required * SEO optimized title and keywords throughout * A conversational tone that is in line with your audience * Sentences that grab and keep the reader attention * Thorough topic research * Copyscape passable content I know how valuable your time and business is to you!
Providing inspiration for current and prospective clients
Boosting your Google ranking
Interacting with your audience
**My services include: *Editing and rewriting of existing content * Images, if required * SEO optimized title and keywords throughout * A conversational tone that is in line with your audience * Sentences that grab and keep the reader attention * Thorough topic research * Copyscape passable content I know how valuable your time and business is to you!
My long story of my trip from Minneapolis to Kansas City (pics, included)
So I took a trip to Kansas City from Minneapolis on a business matter. Just the week before I'd driven in my 97 Honda Civic from Minneapolis to Chicago (no pics). I found the Chicago trip to be fun and interest. The drive was filled with a lot of interesting views, people, and things to do. By contrast, the drive to Kansas City pretty much grated on my nerves. The drive down thru southern Minnesota wasn't so bad. But once I got into Iowa, I started to get sleepy. The landscape is so boring. So I stopped at this gas station, got a hot dog, chips, and a drink, and relaxed for the evening. The gas station parking lot was full of trucks. Dozens of them. But I found a quiet spot in the back and began to fall asleep around midnight. Unfortunately, some dipshits decided to park right next to me and start some bullshit argument. Screaming, "You motherfucker, you left my cell phone, my clothes, and all my shit back at the park cuz you got scared of the cops! Go back to the park and get my shit!" I understand I don't own the parking lot. But why do idiots have to park next to me. This is the reason why I completely black out my windows and have earbuds. Because it's easy to tune out others that way. But I had neither that evening so I had to endure those idiots for 30 minutes til they finally left. I woke up after 7:30am the next day and started driving. And driving. And driving. I stopped off at Des Moines and ate at a local McDs. Des Moines was virtually a ghost town. I could count the number of people I saw on the street on my fingers. But it was raining...so.... In any case, I got back on the road and did more driving and the drive just grated on my nerves. Iowa is the size of England yet the population is only 1 million. And the landscape is nothing but boring praire. Take a look at this pic. This is just a small road. But on the right is what you see on either side of you while driving down the Iowa highway. Nothing but flat prairie dotted by the occasional farmhouse. It's mind numbingly boring beyond belief. Especially when you're in a hurry. When you're in a hurry, not so boring. And Iowa is low on exits of any kind. You can go 5+ miles without seeing any exit. Not an exit for a town, a rest stop, or anything. So if you have to go to the bathroom real bad, you could be holding it in for around 10 miles. And the drive is even more dreary in the rain. But I did find an exit for the Lakeside Casino. I had to stop or I'd have fallen asleep. Their video arcade was smaller than my old bedroom. And the restaurant was dead. I played a few slots but wasn't feeling it. The place was pretty dead. The place was pretty much like any other Native American casino: mostly filled with chain smoking old folks gambling away their retirement money. Plus, this being rural America, I got a few, "Are you serious?" looks from the locals because I was wearing a mask. Although all employees were wearing masks, less than half the patrons were wearing masks and the employees weren't enforcing masks. After a few dollar lost, I went to sleep in the parking lot. I wish I had money for an RV space on the other side of the lot. The casino also has an RV park for people who wanna gamble regularly. Looks like that's how they spend their retirement: living on the lot while gambling. Nice way to retire. After a long drive, I made it into Missouri and finally Kansas City. But it was night by then and I stopped at the local Walmart for relaxation and some zees. Unfortunately, a couple of idiots, one in a white truck and the other in black, had to park right across from me, so they could have a contest to see whose car could rev up the loudest. I was severely tempted to go into the Walmart and buy a weapon but they went inside. I parked as far from them as I could and got some sleep. I woke up around midnight to the sound of the Walmart parking lot sweeper making a huge racket. At the far end, he wasn't annoying. But he kept on driving past my car and it was too loud. After a while, he seemed to go away. I needed to pee so I whipped out my pee bottle. I covered it up under my blanket. Right when I was dabbing the last remains, the sweeper comes right next to the car and looks dead at me. Even though I couldn't see his expression, I am 100% positive he thought I was beating my meat. Because he never came by my car again. I resolved right then and there to get black cardboard to cover my windows. The next day, I finished my business in Kansas City, used the library to charge my devices, and ht the road for Minneapolis. And I kept driving and driving and driving until I thought, "I must be close to Des Moines by now." But then I saw a sign that said, "Welcome to Iowa!" and I screamed at the top of my lungs. It was gonna be a long drive. But I drove faster this time. Kept my foot on the accelerator and stopped only a few times. There are three rest stops in Iowa and the all have stall doors that are only five feet high. So if you were taking a piss, you could turn your head and see a guy dropping a deuce. Nice interior design. I kept driving until I finally needed gas. The gas station had a dystopian feel. The shelves were half empty, the cashier looked like Willie Nelson, and the owners could probably count the number of customers they got per year on their hands. The local Dairy Queen had seen better days. So had the abandoned trailer behind it. The Super 8 appeared to be the liveliest spot in town. After I got on the highway, I drove the remaining 1 and a half to 2 hours at 70 miles without stopping. When I made it back to Minneapolis, I parked at my regular pizza shop. That's when I noticed white smoke was coming from my car. I looked at the temperature gauge to see the needle was way up there in the red. Crap. I got some pasta. Then parked at a nearby Taco Bell, near the Valvoline Oil where I was gonna get an oil change. The Taco Bell kept on having dipshits who would blast their loud crap music even while waiting in line at the drive thru. But I was far away enough to fall asleep. When I got to Valvoline, they told me I had an oil leak and it would take more money to fix than what I'd paid for it. Shit. Time to get a new car. The end.
Hey guys, this stream was prerecorded and didn't give much info, so this will be rather short. Danmachi LN 16 is going on sale on the 15th October in Japan, to celebrate it we're getting 160 Iris.
Summary
Casino: Joker Heroic Trial - This time you can pick from Riveria, Chloe and Naaza. Daily CP Item Quest - Wish they added the new CP item so we could stock up. Seventh Zone- Nothing new here Wargame - Preliminary round for FWG Events ending this weekEvents starting this week Since last week's leaks turned out to be right about Potato Stand Hestia, I am including the leaks for the next unit, since they've been making rounds. Only check if you don't mind anime spoilers!
Lyd (Lizardman) >! Special arts: [Foes] Ultra Fire P.Attack /w Ultra Unguard Rate and temp. Great Str Boost. [Self] Str. and Fire Dmg. +80% for 3 turn!< Skill 1: MP34 [Self] Slow Str., Agi. and Fire dmg. +60% for 4 turn. Gain 3 Additional Actions([Foes] Slow Low Fire P.Attack , extend P. Resist debuff for 2 turn) Skill 2: MP39 [Foes] Fast Hi Fire P.Attack /w Ultra Uncounter Rate. P. res -35% and End. -40% for 1 turn Skill 3: MP30 [Foe] Hi Fire P.Attack /w Ultra Critical Rate. Dmg +40% per each [Self] Fire dmg. Buff
Besides this, there was a Q&A segment, no information on the next Danmemo roadmap. Only interesting information that I can remember is that someone asked when will NY Gareth and Chigusa (stall ailment units) have their ascension unlocked. The answer is that they are still considering whether they need to unlock it, because they are already strong enough as is". See you next week. o/
Scorers:Parkes 5', Flemmings 18', Dadaşov 22', Cochran 52', Tinari 59', Flemmings 74', 86' Competition: USL Championship Group C, Matchday 6/16 Venue: Casino Arizona Field, Phoenix, AZ Attendance: few TEAM SHEET
Phoenix Rising(4-3-3)
Starting XI: Z. Lubin (GK); D. King, C. Whelan, A.J. Cochran (G 52'), O. Kontor (Sub 69'); J. Bakero (Sub 87'), K. Lambert (YC 58'), S. Stanton (Sub 62); S. Asante, R. Dadaşov (G 22', Sub 69'), J. Flemmings (G 18', 74', 86') Subs: E. Dick (GK), J. Schweitzer (Sub 62'), J. Barmby, J. Farrell (Sub 87'), S. Moar (Sub 69'), J. Aguinaga, J. Calistri (Sub 69', YC 80')
New Mexico Utd.(4-4-1-1)
Starting XI: C. Mizell (GK); A. Yearwood, K. Ryden, R. Tetteh (Sub 46'), J. Suggs; A. Tinari, J. Guzmán (YC 45+1', Sub 62'), A. Moreno (YC 87'), S. Muhammad (Sub 62'); C. Wehan (Sub 81'); R. Parkes (G 5', Sub 81') Subs: P. Beigl (GK), S. Hamilton (Sub 46'), R. Williams (Sub 62'), D. Estrada (Sub 62'), S. Sergi (Sub 81'), D. Bruce, J. Ahlinvi (Sub 81') MATCH EVENTS 0': Kickoff here in Arizona! For the fourth time we face off against Phoenix Rising, this time in a cross-group wildcard game. Both teams enter the game with identical records, and a win would either propel Phoenix to the top of group B, or cement our place atop group C for two more weeks. Notably, infamous traitor Santi Moar starts out on the bench, with few changes from either side's team in the previous match. 5': GOOOOOOAAALLL!!! IT'S ROMEO PARKES WITH A LOOPING HEADER OVER LUBIN! It's Moreno who picks out the pass, and Parkes spots an opportunity with Lubin a few yards off his line, and heads it from the edge of the box!! It's a flying start, and just how we'd like to start the game! Game on, PHX 0-1 NMU 18': GOAL FOR PHOENIX! JUNIOR FLEMMINGS DRAWS LEVEL! Jon Bakero plays Flemmings through who picks it up at the edge of the box, and he beats Tetteh to slot it past Mizell with a cool right-foot finish. After a quick start, we're back level. PHX 1-1 NMU 22': A QUICK SECOND GOAL FOR THE HOME SIDE! SOLOMON ASANTE FINDS NEW MAN DADAŞOV! The Azerbaijani continues his good form, latching onto a diagonal ball from the Ghanaian to turn it around. Now it's us who will chase the game, but there's a lot of football left. PHX 2-1 NMU 24': Good chance for Phoenix! Whelan plays Asante through and it ends up in the net, but not before the linesman calls offside. 45': 3 minutes added on. 45+1': J. Guzmán (NMU) recoeves a yellow card. It's not clear why, but probably an incident off the ball. 45+4': Someone just got fired from the grounds staff, as the sprinklers come on before a Phoenix corner! HT: PHX 2-1 NMU After a bright start, which saw Romeo Parkes bag a goal and a fantastic celebration, we lost control. Phoenix piled on the pressure, sending a lot of quick attacking moves forward. They were rewarded with 2 goals in 4 minutes. Flemmings and Dadaşov both put themselves a little higher in the league top scoring chart, and that's how the half would finish. The second half will almost definitely see more goals, and maybe some substitutions. Lesesne would do well to add some width to the attack, maybe bringing Williams or Bruce into the midfield. 46': Second half kickoff! 46': NMU substitution 1/5. S. Hamilton replaces R. Tetteh, maybe looking for more flexibility of the defense in transition. 52': PHOENIX FIND A THIRD! A.J. COCHRAN GETS HIS HEAD TO A CORNER BALL! Asante again plays a part as he sends a high arcing corner in, and the big man hammers it home! There's some suggestion of fouling by the Phoenix players, but the goal will stand, giving United that much more to do. PHX 3-1 NMU 58' K. Lambert (PHX) sees yellow after entangling with Tinari. 59': GOOOOOOOOOOAAAAALL!!! ANDREW TINARI SCPRES HIS FIRST FOR THE CLUB! Yearwood drops a corner right in the middle of the 6 yard box, and after a brief scuffle Tinari backheels it in! It isn't pretty, but it'll do to cut the deficit back to 1! PHX 3-2 NMU 62' PHX substitution 1/5. J. Schweitzer replaces S. Stanton. 62': NMU double change, 2/5 and 3/5. D. Estrada replaces S. Muhammad in midfield. J. Guzmán makes way for R. Williams. 69': PHX double change, 2/5 and 3/5. O. Kontor makes way for J. Calistri. S. Moar (boo! hiss!) comes on for goalscorer R. Dadaşov. 74': PHOENIX RESTOREA 2-GOAL LEAD! BAKERO FLASHES IT ACROSS THE MOUTH OF GOAL, AND JUNIOR FLEMMINGS MAKES THE MOST! It's a brace for the Jamaican on the night and a brace of assists for Jon Bakero! Phoenix are asking questions that we haven't answered. PHX 4-2 NMU 80': J. Calistri (PHX) sees yellow for a shove on A. Moreno. 81': NMU double change, the last of the evening. J. Ahlinvi replaces C. Wehan, and S. Sergi comes on for R. Parkes, swapping out our front 2. 86': JUNIOR FLEMMINGS COMPLETES HIS HAT TRICK! SANTI MOAR (boo! hiss!) BEATS YEARWOOD DOWN THE LEFT, AND SLIDES A BALL IN FOR FLEMMINGS! It's a tidy finish into the roof of the net following a wide counterattack. We know all too well how good Moar (boo! hiss!) can be down the wing, and he notches an assist as Phoenix put the game, you have to say, beyond our reach. PHX 5-2 NMU 87': PHX substitution 4/5. J. Farrell replaces playmaker J. Bakero for the final few minutes. It's the final sub of the night for either side. 87': A. Moreno (NMU) sees the fourth yellow of the game. 90': 4 minutes added on. FT: PHX 5-2 NMU You can see why they won the West at breakneck pace last season. We had some good moves, but Phoenix were quicker in transition, and the quality of their front 3 really shone through. Not a bad night for most players, including a first NMU goal for Andrew Tinari. Phoenix Rising best us for the first time in 4 matches, and the better team took the 3 points tonight. We go again at Colorado Springs on the 15th, and Phoenix host SD Loyal on the same day.
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As u see it sounds pretty lame, but what to expect from 1988 simple casio synth? Please leave a comment or mark. Casio HT-3000 keyboard/ synthesizer for synthsounds.drums are from the soundmaster styx ST-305 synced by a Kenton pro-solo. Sequenser is the Mam SQ-16. Casio HT-6000 keyboard/ synthesizer 4DCO (32 waveforms) and VCF double ADSR ringmodulator, LFO etc. Big brother of the HT-700 and the HT-3000 some delay and ... CASIO HT-6000 SD sound source synthesizer, warm sound, pro arranger. Casio HT-3000 demotrack all sounds from the casio some reverb and delay enjoy! Check out the old school goodness of this thing...It actually seems to have a SC Prophet like character to it at times, and a PPG like character too.Vintage!! Here's a short vid I made showing the use of my vintage Casio HT-700 synthesizer. It's a fully programmable small digital synth with a built in analog filter... I modified my Casio HT-700 minikeyboard. This is the programmable version of the MT-600. It has two onboard analog filters, one for the main voice and anothe... Up for sale is a unique Casio HT-700 synthesizer which is a tragically overlooked keyboard in the realm of sound design. I have exponentially increased the ... This is a demonstration of the Casio HT-6000, & a few custom patches I've created. The effects processing is all done on my Korg Kronos X 88. The recording w...