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Showing posts with label Luck. Show all posts
Showing posts with label Luck. Show all posts

August 24, 2026

Quick Review: Disney Speedstorm


Ready your wallets – I mean, your wheels – because you’re gonna be spending – I mean speeding – through the long, hard cash – I mean tracks – of the Disney universe!

I’m telling right off the bat what my review angle is gonna be, huh.

Mickey Mouse, ready to race! And leave everyone else
in his dust! (Unless you change to another racer!)
Disney Speedstorm is a creation of Gameloft released on April 18th, 2023. This free(mium) game is about Arbee, an A.I. that exists in an arcade and which has grown fond of many Disney properties (including Pixar and the Muppets). It decides to create a racing game of its own to bring all these heroes, villains, and other supporting characters in one place… where they can then put on modern racing gear, no matter which time period they’re from, and then duke it out on the racetracks. At time of writing, the game contains 131 characters from 39 universes, with the most recent additions in Season 21 being from Encanto.

I hadn't thought about it, but then I remembered I should
probably censor the usernames of other racers.
I’m playing on PC and keyboard, where W is to accelerate, A and D to go left and right, the left Shift key to make the car jump, and the Spacebar to drift. Taking a page from Mario Kart (then again, which mascot racer doesn’t?), racers can grab boxes on the track, obtaining items to help against the opponents; item skills can be activated with the Up or Down arrows, with some items having different effects depending on what you press (as an example, a bomb that you can toss forward to hit someone ahead, or drop behind you to hit someone getting too close; or flames that can either form a barrier around the racing car, or leave a fiery trail behind it). Racers can run over speed pads, which gives them a boost and fills a gauge at the top of the screen. When it’s full, you can press Crtl to activate a longer boost.

Race variants, team racing, solo racing, and so many events
going on at any moment. All to keep you lured in, right?
You can customize both the racers’ outfits and the karts. However, the more interesting aspect here is how you can level up the characters and give them stat increases through stars. All characters have their own “Racer Shards” (you need to collect 10 of a racer’s shards to unlock them) and start at 0 stars. When you have enough Shards for a racer and enough Tune Coins collected, you can spend some of both to make that racer gain a star fragment, five of which are needed for a whole star. With each fragment, that racer’s stats get small boosts – these can add up to make that character increasingly fearsome on the racetrack, but they get costly. After you’ve given a character a full star, they go up a rank, and you can give them crew members that give small stat bonuses during races as well. Crew members also have their own shards. Phew!

Look at this, he's in a racing game! He's wearing clothes!

The game plays great, looks amazing, and features high-energy remixes of famous Disney songs. The wide selection of characters is good (though unlocking them is a long, tedious, often luck-based process), and they all have their own special skills to unlock and use. And if you’re struggling to win races in Solo Mode, you can play in Team Mode instead, where you’ll be paired with two other players and your cumulative team score will determine whether you win or lose a race. Then of course there are plenty of season events to take part in, and many more sections, like the World Map and an Adventure Road (though in both cases, some levels require owning and/or using specific characters and being at specific racer levels), as well as a plethora of classic freemium stuff like daily missions, seasonal missions, a bit of free stuff every day, etc. You probably know the drill already.

March 27, 2026

Yu-Gi-Oh! Early Days Collection: Destiny Board Traveler


Final Yu-Gi-Oh! review for this year! Yet again, we’re moving away from the card game as it usually works to delve into a different type of gameplay – this time, a proper board game that involves dice and spaces and Yu-Gi-Oh! monsters- wait, again? Yep. Can’t escape those.

Destiny Board Traveler was first released in Japan under the name Sugoroku’s Sugoroku on March 18th, 2004; and then made its way to North American markets on October 26th of the same year. That original title is a reference to Yugi’s grandpa; Solomon Muto’s original name is Sugoroku, also the name of two ancient board games that have some similarities to modern Snakes & Ladders and Backgammon, respectively.

But of course, there needs to be a twist that involves the Yu-Gi-Oh! card game. The characters of the manga/anime appear as playable, there are several boards to choose from (if you unlock them), and the cards themselves will be integral parts of the strategy and gameplay.


Maybe this time I can keep it short.

Round the Board

Makes sense to pick Yugi. ow I just have to hope his
legendary lucks rubs off on me. (Hint: It didn't.)
Four players move around one or more 5X5 square-shaped boards. Each player has a hand of monsters drawn from their Deck (this game doesn’t use Spells or Traps, and all monsters are treated as Normal and don’t have their effects). On their turn, each player creates their own die from cards in their hand by setting them onto its faces. They do not need to set monsters onto every face of the die, however. The value of each side of that die is equal to the level of the monster on it. The die has one side known as the Star Face, while the other five remain regular faces.

March 13, 2026

Yu-Gi-Oh! Early Days Collection: Duel Monsters II: Dark Duel Stories


The first Yu-Gi-Oh! dueling simulator was a bit of a mess, but some of that could be excused from the game releasing while the manga’s first tournament arc wasn’t over, the mechanics weren’t set in stone and the card game as we know it now did not exist yet, and being on Game Boy meant much smaller data storage space.

Yu-Gi-Oh! Duel Monsters II: Dark Duel Stories (not to be confused with the next Yu-Gi-Oh! game, also titled Dark Duel Stories) was released on July 8th, 1999 in Japanese only. We get to play it freely and in English thanks to the Early Days Collection released in February 2025. With more space in the cartridge and a stronger system, surely this new installment improves on the first game, right?

...Hey, that box art is just reusing the
Volume 10 cover art!

The New Tournament

Ahhhh! Color!
Just like Duel Monsters I, this game is a dueling simulator split into stages containing multiple duelists. You must defeat every opponent in a stage 5 times to unlock the next. This makes some sense, since you are drip-fed cards to improve your deck; you only receive one card at each victory against a CPU opponent, dropped from that opponent’s pool of rewards. This justifies having to beat every opponent repeatedly, since you wouldn’t otherwise gather enough cards to stand a chance against better opponents.

The plot? Just a different tournament beyond Duelist Kingdom, again helmed by Pegasus. Who cares, really.

The Stage 1 opponents (Yugi, Joey, Bakura and Tristan) are laughable; I went through those 20 duels without editing my deck once. They’re basically a tutorial. None of them ever use monsters with ATK higher than 500. Enemy decks are once again randomized out of their personal card pools, with some cards having higher chances to appear than others. Opponents cannot fuse their own monsters, nor use Magic or Trap cards.

However, they can still destroy your monsters
if they get lucky with Alignments.

March 6, 2026

Yu-Gi-Oh! Early Days Collection: Duel Monsters I


Back with another themed month, and I return to the well of Yu-Gi-Oh! Except, this time, I’ll be focusing on older games. In February 2025, Konami released the Early Days Collection, which contains 14 (technically 16) games from the earliest of the Yu-Gi-Oh! franchise. I already covered one of these, The Sacred Cards, in the first year of Planned All Along, which leaves 13 games to cover (technically 15; you’ll understand why I say that, but not until next year).

This volume had the duel against PaniK,
also known as the Player Killer of
Darkness in the original Japanese,
because the manga was edgy like that.
I figured that I would start with the shortest games (according to How Long To Beat); but the four I’m planning to cover this month, I’ll do in chronological order. I’m opening today with the first game in the entire collection, the original Duel Monsters, released for the Game Boy on December 16th, 1998. Several of these classics had never been officially released in languages other than Japanese before, so it’s a chance to discover them and experience the start of a legacy.

Technically, it isn’t the first Yu-Gi-Oh! game ever released (the actual first was based on a lesser game from the manga’s history, Monster Capsule), but it is the first to feature the card game that would then take over the anime and be the sole focus of every following series. When it came out, the manga itself was at its tenth volume, in the middle of the Dueling Kingdom tournament arc. Barely halfway in, not even in the finals. The duel against Pegasus is still far. The timeframe in which this game was made explains a lot about it. For starters, the characters we meet and duel are only the ones we have seen in the manga pages up to that point.

However, it’s most notable in gameplay, with duels obeying the, um… elastic rules of Duelist Kingdom. I’ll get there soon enough.


The OG Duel Simulator

Choose your fighter Duelist!
Before the game starts, Yami Yugi tells the player to input their duelist name. It’s not important in the Story Mode, but it is a screen name for dueling and trading with other players using a Link Cable (remember, this was the Game Boy era).

Story? What’s that? When the game begins, your first screen shows the mugs of Yugi Muto, Joey Wheeler, Tristan Taylor and Bakura Ryo. We can surmise, based on the background showing a large boat, that we’re on the ship taking our characters to Duelist Kingdom. Each of these four will say the same thing: If you want to proceed, you’ll have to beat them all five times. Why five? Shouldn’t one be enough? Nah, not here.

Okay, back to that pin about gameplay. The card game as we know it didn’t even exist yet. The cards at the time were the Bandai OCG, a short-lived version that ended in 1999, when the actual Konami card game began and overtook the former in popularity. As a result, early Duel Monsters video games had the bare minimum to base themselves on, gameplay-wise. All they had was the Duelist Kingdom rules (which would later be streamlined for the second tournament arc, Battle City). Also, take into account the hardware limitations: A Game Boy cartridge could only contain a maximum of 4 megabits of data, and the game had to be designed to account for the tiny screen.

September 8, 2025

Quick Review: Recesses


You ever hear kids giving each other philosophy classes in the schoolyard? Nah, I usually just see them play children’s card games.

The start of an epic card game journey.
A creation of Sanjuny released on August 23rd, 2024, Recesses is a roguelite card game. Your character is a fifth grader, and your best friend Clair teaches you about this new awesome card game called Battaliens. Later, she goes missing, and everything points to this disappearance being linked to the game. You set out to investigate, challenging kids at recess in growing order of grade. One student per day, all week. Maybe, by Friday, you’ll have enough information to find Clair?

I should explain Battaliens, then; there's a lot.

Hey, you can even save up to 8 different decks! Good to
set up strategies against specific opponents.

-Battaliens are split into four types: Cute, Weird, Gross and Scary. Each type has one other type it's generally strong against, and a third it's generally weak against.
-Each Battalien has a value on the top right that counts as both its HP and attack power. When a round is played, both monsters attack at the same time, each deducting their attack from the other’s HP. A monster whose HP hits 0 as a result of battle gets sucked into a black hole, while a survivor returns to the shapeship (the deck) with its new, post-fight HP/attack.
All my remaining monsters have strengths and weaknesses.
Just hope you're lucky
-Most monsters have strengths and weaknesses, where their base attack/HP will be modified depending on the type of the creature they’re fighting. As an example, “Cute +1” means your card gains 1 HP/attack if it fights a cute creature. A monster doesn’t die if its HP reaches 0 from strengths/weaknesses/effects alone. (The cap for HP/attack is 9.) Most monsters also have a special ability that triggers at specific moments (at the start of a turn, when first played, when it wins a battle, or when it loses).
-Both players' “spaceships” can hold 8 cards. The player that sends all cards from the opponent’s spaceship to the black hole wins. (In Story Mode, a tie is considered a loss.)
-If both cards have effects that activate at the same time, a coin is tossed to figure out who goes first. Luck can screw you over here. You do not know which cards your opponent uses until they use them – which can make picking random targets a double-edged sword.

That’s the basics. You’ll figure it out as you play.

Beat that other kid up? Nah. When the core of the game is
about a competition (cards, monsters, etc.), I only desire to
punch those who deserve it. I call it the "Lysandre Rule".

The further in you go, the harder the enemies become. They
even have their own Egyptian God-level cards...
The story's format is a roguelite. Each day, you’ll battle another student. No matter the outcome of the duel, you get a booster pack with 8 extra cards, so you can build your “deck” from there. Opponents get tougher every day, so you’ll probably lose at some point – in which case, you start over on the next Monday. But! You later get access to tools that make the week more tolerable. The first is a friggin’ time machine (…don’t question it) that lets you skip to the day of the last opponent you’ve beaten. Which means that you’ll have to beat them again before accessing the next opponent, sure, but it helps. More stuff comes up over time. Perhaps more intriguing are this game’s bosses and their “Elder God” Battaliens…

I swear these fifth graders talk like university
philosophy students.
No, wait, even MORE intriguing is how all the opponents you beat have some spooky, borderline philosophical talk about life, the universe, and everything. Stuff no kids should be talking about, but apparently, there’s just something about Battaliens that opens their minds. Ehhhh, don’t question it.

The game started out with a lot of goodwill on my end; the concept was interesting, and the game's simple look hid its depth, which I discovered the longer I played. The story is engaging and the art style deliberately imitates the look of stuff drawn by elementary school kids. Even the difficulty feels fair for the first few opponents, but then the game takes a big swerve into Ultra Hard territory.

This opponent has TWO Elder Gods. And she's goddamn
unbeatable unless you literally cheese the battle by using
cards that specifically counter her big two. I HATED this fight.
You can hardly plan ahead due to the randomness aspect and the fact that even coin tosses can screw you over if you’re not lucky. Later opponents have downright unfair cards, and are so hard to beat they turn the game into an utter slog. Your only option is to tailor your spaceship to fight specifically what you know you’ll encounter (final opponents have randomized decks, aside from specific cards they always carry), and hope you'll be lucky with card interactions. For a game with so much strategy, that so much of it still boiled down to luck, and not enough to skill to my liking.

I think it says a lot that, after beating the game's final story
boss (not the girl here), I found out there were higher
difficulty levels and I instantly went, "Nope!"

You might still enjoy this one if you like card games and feel like trying to beat its roguelite format – all I can say is, good luck. There's even extra difficulty settings if you can beat the story a fist time.

Recesses is available on Steam for 4.99$ USD.

September 1, 2025

Quick Review: Iris and the Giant


Introspection is rarely this mythological.

I'd better deal with the archers, or they'll all attack. And then.
there's the minotaurs at the back...
Developed by Louis Rigaud, published by Goblinz Publishing, Maple Whispering Limited and Mugen Creations, and released on February 27th, 2020, Iris and the Giant tells the tale of Iris. She’s not doing well; bullied at school, emotionally shut down at home, barely finding joy in her pastimes of  creating card games or studying mythology. One day, at swim practice, she falls from the diving board into the water, and goes unconscious. This lands her into the world of her imagination, where her problems manifest as Greek mythology monsters, and she must fight with her own cards detailing various weapons and survival tools. The source of her inner turmoil is represented by a giant weeping at the top of a mountain, and it is only by confronting it and winning that she’ll return among the living.

Beware of boss enemies that can spur their troops to
attack twice each turn...
This is a roguelite deckbuilder. The game is split into floors, on which Iris plays her cards to fight enemies. Most cards are weapons that strike using different mechanics; swords (can use all the swords in your hand on the same turn), bows and arrows (attack backrows), whips, and so on. And then, magic such as bombs or fireballs. You'll find other special cards with effects, like Confidence, which restores Iris’ Will (her health), or a shield that protects from all attacks and negative effects for a few turns, and more to discover over time.

Soon enough, I'll reach the top. You just wait, Giant!

Fire everywhere, and Cerberus' three heads. Fun!
Now I just need an axe to kill all three at once.
Ther enemies appear in a grid pattern of 2 to 4 rows, and they attack after your turn has ended. Just like cards, enemies all have their own mechanics (as an example, archers and other spellcasters can attack from the back), and bosses having features that make them a lot harder to deal with. (I especially despised the boss based on Pandora’s Box…) The best you can do is attempt to adapt to whatever’s being put in front of you. The loadout also includes treasure chests, which allow you to grab extra card packs, all of which contain one or many cards of a specific type of weapon/spell/item. You can also pick up crystals on the floor.

If you no longer have the perfect cards to fight Pandora's
Box, you're pretty much done for. And it's a very late
boss in the first Path.

There are four "upgrade" systems to this game, two of which are used during a run, while the other two are accessed from the main menu, in-between runs. The two within a run involve crystals and stars. When you collect enough crystals, Iris gains a new ability for a specific weapon, allowing for different builds depending on what you find. Alternately, enemies grant stars when defeated, and after enough stars, other abilities can be unlocked to increase Iris’ base Will or regain some when doing specific actions, or perhaps influence her hand or other helpful things (like drawing extra cards each turn, or increasing shield durability, etc.).

During this adventure, Iris can find symbols pointing to events of her life, detailing all the issues that took her to this point. Reconnecting with herself grants Memory Points that can be used in their section on the main menu to unlock more perks. The other is Imaginary Friends, which must first be discovered, then unlocked by completing a side-quest. You can only have one at first, but with the right Memory perks, you can have up to 3.

The Memories tug at your heartstrings.

I need more good cards. Gimme gimme.
It’s a Roguelite, so the point is to keep trying as you learn all the mechanics, lose repeatedly until you know what you’re doing, then continue trying until you win. The game keeps track of everything you’ve discovered, so there’s something there to scratch that completionist itch. Even better, there are higher difficulties for those seeking a challenge, AND after beating the Path of the Giant, you unlock two more paths, for the Ferryman and Chronos, with new encounters in both.

The final challenge, time to confront the Giant.
Or rather, its apparent infinite sadness.

Great game, had me hooked for the couple days it took me to beat the first Path; I couldn’t try the rest due to time, but I certainly wouldn’t mind revisiting it later. I love its unique visual style, its tone, its story. A strong recommend for all roguelite/roguelike fans.

Iris and the Giant is available on Steam for 17.99$ USD.

August 11, 2025

Quick Review: Balatro


Oof, I’m in for some addictive gameplay. I better not lose myself into this one. …Too late.

Developed by LocalThunk, published by Playstack and released on February 20th, 2024 (I know, I’m a full year late to the party on this one), Balatro is a very unique deck-building roguelike based entirely around poker hands, Jokers, and a myriad of special cards.

Two pairs? That should do the trick for now...
A run is divided into Antes, themselves divided into three Blinds: One small, one big, and a Boss. The latter throws in an additional effect to disrupt your strategies. The score required at each blind increases. A run is "won" if you can beat the boss of Ante 8, which will usually require you to score 100,000 points. You can choose to skip a non-boss blind, which grants a small reward in return.

Before playing a hand, you can discard multiple times, up to 5 cards, and then draw as many. Judge which poker hand will give you the biggest score and try to gather all the pieces. Then, choose your cards – again, up to 5 – and play them. The system will only play the cards that count (ex. If you play 5 cards but only have two pairs, one card won’t be scored). Be careful, though; you have limited discards, and you must reach the score in chips in a limited number of hands.

Oh, I've got a good feeling about this one!
The hands go from the simplest High Card all the way to the Straight Flush or beyond. Hands all have a base score and multiplier (Mult), which you can level up using Planet Cards founnd in the Shop. This can add up, and may encourage players to focus on one hand type over another.

At the top of the screen are your equipped Jokers. Every Joker has an effect that radically changes gameplay; many of them add to your hand score (Chips) or Mult. Some rarer Jokers may even multiply your Mult. Jokers can come in different editions, which can impact the scoring or the base game (Foil, Holographic, Polychrome or Negative). You start with only five slots for Jokers, but can gain more (thanks to Negative Jokers).

Let's make sure the planets help as much as possible.

    Too bad I seem to already have all my Jokers. Then again,
maybe I can get a better one up there.
After beating a blind, you earn the base money reward, extra cash for each remaining hand you didn't play, and even some interest. Then you access a shop screen with randomized Jokers, a voucher, and card packs. Vouchers cost 10 coins but will provide passive bonuses and changes to gameplay; the packs can include Planet cards, Tarot cards (which can modify cards from your deck), regular cards for your deck, more Jokers, or even the rare Spectral cards, which can heavily change your run.

2,900e13? Yikes.
Can you figure out the best combination of effects to beat Ante 8? Can you… go beyond? The further you go, the bigger the numbers become; by Ante 14, blind chip scores need to be expressed in scientific notation because the numbers are too damn big. The last time I saw scientific notation in a video game was in an idle clicker! And oh yeah – there are 15 different “Decks” to unlock or use, each with their own special effect, AND on top of that you can also unlock additional Stakes to make the game harder. Imagine winning Ante 8 with every Deck, at every stake. Ouch.

Ugh, how I dislike boss blinds with face-down cards...
Yeah, this is extremely addictive. This is very much a roguelike; you never know what you’ll land on at every turn, and you make do with what you find. Some runs will end prematurely, some will go far (but not far enough)... or maybe you’ll win. There’s so much content to find, and so many secondary challenges, that if you want to beat the game just once, you’ll need maybe 10 hours (at least for the time it should take to learn all the mechanics and how they can be changed through gameplay). I know I was hooked; by the time I wrote this paragraph, I had spent 20 hours in this alleged “quick” game, and I had only beaten it twice (at publication, I've now won 9 times). Be very careful; when you start playing this one, it’s hard to put down.

Balatro is available on Steam for 14.99$ USD.

Still addicted, send help

November 8, 2024

Wingspan


(Yes, I know the results. This week has been horrible. I believe America has made an enormous mistake. I am disgusted that of two options, THIS is what won. But we must all keep moving forwards. Become an activist, make your voice heard, find support groups. Most importantly, do not give up. That’s all I will say on the subject for now. Anyway, good thing today’s game is relaxing. I need that right now. We all need some levity. Do note that most of this article was written before Tuesday. P.S. No more Twitter for me, Bluesky is life. Join me there @hamelnico.bsky.social)

Sometimes you just want to do something chill. Like birdwatching. Or play a game with birds. Anything as long as it’s ornithology.

It's a lot of stuff, but it looks great.
I covered several genres on this blog, but one I’ve seldom discussed is video games based on board games. (We’ve seen it happen a lot the other way around, though – even Black Gate announced a Valheim board game this year.) And I do mean board games specifically, not card games. I think I may have a handful of games like this in my collection. I’ll also freely admit that I’m not super into board games personally – mainly because I tend to lack the social circle to make best use of them. Oh, I do have board games, even bought some over the past few years – and some sit still untouched. I did go to video gaming/board gaming events once or twice, and I got to try a few thanks to it – I recall trying out Marvel United and enjoying it, so there’s that.

Wingspan was the first board game designed by Elizabeth Hargrave to be commercialized, and her subsequent games all share the themes of animals and/or nature, with a focus on relaxing or peaceful topics. Birds, flowers, monarch butterflies, foxes, mushrooms, with one outlier involving pixies. The PC version of the game was developed by Monster Couch and published by them, Stonemaier Games and Indienova.


The "story" in Wingspan feels like it would make for an interesting management simulator, too: The player oversees a nature preserve and is tasked with bringing birds to its habitats. There are specific requirements for each bird, and most cards come with their own effects and abilities. The game is set over four turns, which themselves are divided into rounds, with each major action you can take being equal to a round. Players get one fewer round at every following turn.

The early bird…

The tutorial is very helpful! And the name of the wildlife
preserve guardian delivering the tutorial to you is...
Robin, of course.
There’s a ton of information on a bird’s card. One of the most interesting aspects of Wingspan is the attempt at displaying as many true details about each bird as could fit on the card. You’ll find: The name, of course, but also the habitat(s) it can live in, its diet, its nest type, the average span of its wings, how many eggs it can lay, its worth in feathers, and its effect. Even the effect is meant to replicate some realistic characteristic of that species, whenever possible.

Gonna pick the worm, that way I can summon the barn
swallow in my hand- Did I say "summon"? Sorry, I think
my brain is a bit too geared for Yu-Gi-Oh.
At the very beginning, you pick your starting birds and food, five split among both. To play a species, you need to have its required foods available in your bank. Some ask for a specific food item, others ask for one of a few, some go as far as to ask for three food items. Some birds have a color wheel symbol in the diet part; this means any food will do. If the dice aren’t kind to you and you don’t have what it takes to summon the bird you want, you can convert two other pieces of food into the one you need. You also choose a “bonus” card offering you an additional challenge to take on.

September 16, 2024

Quick Review: Turnip Boy Robs A Bank


The continuing adventures of budding criminal Turnip Boy!

"Is it for a deposit?"
*cocks firearm* "No, it's for a withdrawal."
Developed by Snoozy Kazoo, published by Graffiti Games and released on January 18th, 2024, Turnip Boy Robs A Bank is a direct continuation of Turnip Boy Commits Tax Evasion, which I already reviewed! Very shortly after the crazy events of the previous game, Turnip Boy gets hired by a criminal pickle to assist in the biggest heist in the history of this world of sentient foods: Steal the Motherlode from Stinky Onion’s Botanical Bank!

This new game plays similarly to its predecessor: You run around with the arrows, and aim and attack with the mouse. Turnip Boy can also trip to go safely through lasers. You beat up enemies with a sword and a firearm, explore the surroundings and progress through the bank’s rooms.

Tripping through lasers. What a graceful veggie.

We’re trading the Legend of Zelda-inspired gameplay of the previous entry for a roguelite. Only one dungeon, but there’s a catch: After a few minutes have passed, Stinky will call waves of cops that get more and more dangerous, so you must dash back to the truck you broke into the bank with. As a result, you can only get so far each time you enter.

Oh yeah, the black turnip that's crying blood?
Very trustworthy. Nothing to report here.
This roguelite is more narratively driven than average for the genre. The map is always the same, and you will go through the main plot beats in the same order. Sometimes, you’ll encounter a roadblock, forcing you to return to home base and buy something there on the “dark web” (C4, a pickaxe, a... body pillow?) that will deal with the hindrance. Those items, in turn, require money, so you're encouraged to go through the bank over and over and steal valuable stuff. Another shop in the lair lets you buy upgrades of various types; greater attack power, quicker reload, extra health, etc.

What's a roguelite without a bonus room
that doubles as a coliseum?
That said, the game does dip into a classic roguelite formula through elevators that lead to rooms at random, with more unlocked the deeper into the game you get. Both the main map and random rooms lead to NPCs you can interact with, with Turnip Boy collecting fetch quests. Find the items, take them back to whoever wants them. Enemies can drop both melee and range weapons, and you can pick those up to fight, then recycle them into weapon experience in the lair to unlock new weapons to go to the bank with.


When in doubt, more bullets.

And of course, what's a roguelike without
cool boss battles?
The story is fun, with a lot of referential humor and some good twists to be found. It shines where it builds upon the world presented in the previous entry. If you liked that one, you’ll find more of that here. The roguelite aspect doesn’t have nearly as much depth as other entries in that genre may have, but it’s alright for what it is, especially if you’re looking for an experience that’s much less of a time sink. (Indeed, you can beat this game in about four to five hours; a little more if you seek 100% completion, which is easy to reach.) The game comes with two difficulty options: One for a more casual experience, and one where combat is made more difficult.

Short but sweet, worth checking out if you like that type of humor and that gameplay. Two is too early to define a pattern, but I’d be on board if Turnip Boy had more games, and each future entry parodied a different genre. Turnip Boy Robs A Bank is available on Steam currently for 9.74$ USD.