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This user has reviewed 3 games. Awesome! You can edit your reviews directly on game pages.
Dicey Dungeons

Perfect pocket-sized roguelike dungeon

This is the most unique deck-builder dungeon crawler I've ever played. Each dungeon run is short, so it's a nice break-time activity, but it also lets you save mid-run and resume if needed. I love all the different classes, and how much they change up the mechanics. Love this game.

RiME

A slow-paced, atmospheric adventure

Not quite what I was expecting, but a lovely adventure nonetheless. I went into it expecting something like Ico, and while there are some obvious similarities, Rime is a much more atmospheric, meditative affair. I enjoyed the middle sections best, as they were the most "gamey" with the most puzzles. The very middle stage, especially. The story is a real gut-punch by the end. Also not quite what I was expecting. Amazing what one can do with absolutely zero text or dialogue.

1 gamers found this review helpful
Cultures: Northland + 8th Wonder of the World

Moving stuff from one place to another

This review is just for Northland, but from what I've read it would probably apply to 8th Wonder of the World as well. I wanted to like this game. The idea of building up a little economy, with maybe some combat on the side, seemed really appealing. Unfortunately, it turns out that the core of this game is getting resources from point A to point B, with as much fiddly micro-managing as possible. Built a new building (let's say, a pottery) that's not within a stone's throw of your Headquarters? Ok, build a warehouse nearby to store extra raw materials and processed goods. Now, assign someone as a Carrier to the pottery so that they'll bring in clay and take out those bricks. Oh, what's that, the clay is outside the small "working area" radius of the carrier? But look, the potter (who should be busy making bricks) seems to have no trouble trekking across the map to get his clay. Why does the primary worker have no trouble going as far as necessary to get needed resources, while the carrier, whose entire job is to find and bring in needed resources, limit himself to a 10-foot circle around the building? Ok, fine, change the working zone of the carrier. What's that, he's lost? Ugh, ok, get a Scout to build some signposts. Oh, what's that, the warehouse is full. Ok, let's shuffle that stuff off to the central Headquarters. That means we need a Merchant, and a handcart, and we set him to move stuff between the Warehouse and the Headquarters. The manual says he'll intelligently figure out what's needed at each location, and balance the goods. *check back 10 minute later*. Merchant, why are you bringing flour, water, wooden tools, furniture and honey to the pottery warehouse? Ok, the wooden tools are nice, but the rest... Why? Fine, let's go through the giant list of items and click on the arrows for just the specific items I want going in both directions, and change them from grey to a barely different grey-blue... If this sounds fun, you'll love Cultures!

33 gamers found this review helpful