Tinykin appears on the surface to be an homage to Pikmin, the creature tossing strategy game from Nintendo, but looks can be deceiving. It doesn’t have zero commonalities with Olimar’s adventure, but in reality, Tinykin has a lot more in common with old-school Nintendo platformers.
Late to the party review: Coffee Talk
Now, more than ever, life feels like we are all living in a fast-forward. We rush to work through our multitudinous duties, home to eat and knock out chores, and to bed to do it all again. There are pockets of time in our day where we get to sit down, relax, and enjoy the simple moments. CoffeeTalk is a game that embodies that both in narrative and in gameplay, asking the player to kick their feet up, make some coffee drinks, and enjoy the company of others.
Review: WolfStride
Wolfstride oozes style. It’s clear from the opener where our main character, Shade, is getting the shit kicked out of him by a dog and a cat in a public restroom. It blends black and white manga-style art with a deep mecha JRPG and off-the-wall characters to create something engaging and unique. It tends to dive down in the much relying on sometimes cringe toilet humor to lighten its strange mood and world, but the weird trashy 90s anime atmosphere works more often than not.
Review: Jett The Farshore
Author: Rich Meister
Earth or a planet like it (it’s never made explicitly clear) is doomed, so the brave scouts set out for the Wyld of the Farshore. It’s not a new idea, but Jett: The Farshore presents it through a fresh lens and some interesting layers. Tor is a mysterious mountain that calls out to these desperate few from across the stars like a signal beacon via the Hymnwave.
See, the people of Jett’s world haven’t just scouted a new planet that might make a good home; their spiritual leaders have prophecized it. As the first scout team to set foot on The Farshore, your team has to establish a base camp and learn all you can about the flora and fauna of this strange new world.
Review: Twelve Minutes
Author: Shea Layton
Twelve Minutes places the player into an apartment escape room, confounding and perplexing in nature. Objects that seem ordinary may offer a clue to a necessary piece of information that will bring you one step closer to solving the mystery. To make it more difficult, the player has twelve minutes to find a clue before the time starts over again. It is not a brand new concept, but the execution of it in Twelve Minutes is both refreshing and enticing.