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Showing posts with label Card Game. Show all posts
Showing posts with label Card Game. Show all posts

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

May 2, 2025

Exploring The Itch.io Collection #1


In my 2024 Retrospective at the start of the year, I stated that I had been meaning to explore the massive collection of stuff I had gathered on my itch.io account. Twice in the past, I contributed to causes by purchasing two large bundles of indie items on the platform. The result? Oh, last I counted, I had something like 2,500 items on there.

No, I didn't stutter. I know. That’s a ton.

Want to track my progress? I make sure to update the list
of tested games as I play them. You can view it here.
Itch.io is a space specifically dedicated to indie games, and plenty are on the short end. I have a bit of overlap between that collection and everything I currently own, or have owned, on Steam; when I checked, I had 23 repeats, some of which are still waiting in the Steam backlog. These bundles also included: Loads and loads of physical/board games (a category in which we can find solo journaling games and other stuff like that), tools/resources, books/novels/comics, and even a handful of apps. With the sheer number of items I had, it was tough to sort it all into categories that would make it easier for me to find stuff.

Late in 2024, I decided I’d do the exercise I do for my Steam collection, and organized the games I could find with recorded times on HowLongToBeat into a single list. I only really found, oh, 50% maybe? The end list was still something like 830 games, which means I have roughly double that to check out. Welp, I’m nowhere near done! Though what helps is that, compared to what remains of my main collection, a sizeable chunk of those games (around 350) will take me under an hour to finish. Hell, I've got plenty that can be finished in under twenty minutes.

This is only a tiny portion of what I have yet to cover. This
specific personally-curated collection, at time of posting,
still has over 300 games. Even at 20 minutes a pop,
that's 100 hours.
At some point eventually, I might trade out the Quick Reviews of Steam games for Quick Reviews of itch.io games instead, where I could very easily cover short games for several months. (I might also have segments like that for games on the Nintendo Switch Online, but I’ll see about those later.)

For the sake of completionism, I figured I would give every game its moment. What to do with games that can be finished in 1 to 10 minutes? Well, just one paragraph should do, right? Down here is my first list of games from itch.io, all of which are so short they can be finished faster than it takes to listen to the radio edit of an average song. How many am I covering? Well… in this article alone, there’s 29.

To make it a little easier on myself and everyone, I decided to split these games into categories to cover them here. Some register more like experiences than proper games, some exist to encourage self-care, some are inspired by a social situation and/or try to discuss something important, and some are just plain fun.

Experiences

Look out for scattered boxes.
Guide of the Butterfly
: An atmospheric black and grey game about a butterfly reaching the end while an EKG beeps and peters out, signaling death. Meant to be powerful, but felt too short for the message.

He Plays the Piano: Keep pressing keys to keep the music going. Ambient, not quite a game. Nice but not too noteworthy.

Hope’s Peak: A Western story delivered 5 paragraphs at a time, with playthroughs randomized based on the words you can choose on each screen. If you want the full story, find all the words. However, you don’t have a way to know whether you’re making progress.

Still not sure how bringing random items to it appeases
the ghost. Especially stuff that could have hurt it.
Peace of Mind
: Your new house is haunted! The start screen tells you what the ghost likes. Bring it three items representing what it likes, picked around the house, and… that’s all. To grab items, they must be at the center of the screen, and you have no cursor to help you there, so it's a bit user-unfriendly. Only a concept, at best.

Wave to the people: Hold down the mouse button to wave to people and see their reaction. Nothing more. Barely a game, but it’s cute.

Monad: Create dots of black and white over a black background. Those will get larger and larger before disappearing. The result is a tapestry of circles meshing for fun visuals. You can control the speed at which the circles disappear. That’s about it for this more meditative entry.

Are we sure the snacks the mayor gave us didn't
contain any psychotropes? ...No? ...Have we checked?
Mr mayor tells your fortune recounts a story and offers you snacks
: The talk screens, the drawn cards, the story beats and the “snack” are randomized, so you never know what Mr mayor is going to say or do. It’s a zany “game” without a goal, but its sheer absurdity makes it endearing. The “story” never makes sense. Thanks for the fortune!

The Spark of One: Based on a Martin Luther King speech, the idea here is all about the strength in numbers. Move around, attract one type of particles by holding down Space; carry them all to the exit, and you get zapped; on round 2, all the particles will be attracted to your square, and it’s only then that you can go through. …That’s all.

Emptiness, and then one low-effort jumpscare. Meh?
Eizoku
: A very short horror game put on hiatus by its creator. A low-poly environmental narrative game with just one scare at the very end, and lots of walking on bridges. There’s probably more surprises to it than I’ve seen, if the screenshots are any indication, but I was left with the impression that the current product was bland.

The Alabaster Donut Farm: In this environmental narrative game, you visit a “donut farm” in the middle of a desert. Interacting with numbered items leads to unconnected freeform poems. Hard to tell whether there even is a plot here, though the game does end after you find what looks like a spaceship in the distance. This one didn’t leave much of an impression on me.

Self-care

Thanks Borb!
Borb the Birb
: Self-care, one advice screen at a time, with a funny round bird mascot. Not quite a game, but could be useful to some.

Kintsugi: A game about embracing imperfections, inspired by the traditional Japanese art of repairing broken ceramics using gold. Soothing music, Japanese proverbs, a short but relaxing experience.

A Lullaby of Colors: Move around an endless land of colors, while enjoying relaxing music. You can often crash into bouncing balls, which will change the layout of the land and the patterns of colors on the ground. Made for both PC and VR, this game doesn’t offer much of interest.

Social reach (Heavy topics ahead)

Not if you keep saying gibberish, I'm afraid.
I Hurt Myself – Postjam Edition
: A rough game about suicidal ideation. You move around, grab a knife, and metaphorically end it. Oof. I hope the maker of this one is doing better.

Just one, must choose: Pick one of the five colors. Only one. Then, the game tells you to think about the ones you didn’t choose, using them as a metaphor for any other thing in life that is “not chosen”, and thus ignored. I get it, but eh.

Life: The Game of Chance: A game about how much about life is up to luck, from where you’re born to the chances presented to you. The are no happy endings to be found in this game, to emphasize that everyone else has it rough too, and you should empathize with the life stories of even complete strangers. (Not gonna lie, after the past few years, that lesson feels sour, considering how often people make choices specifically to make the lives of others more difficult.)

Saving You from Yourself: A quick visual novel-style game about being a therapist for transgender people. Though you don’t frequently have options to pick from, you do get to see what your questions and comments have as an impact on the trans woman your character discusses with. Thoughtful and important.

Lacrymo Tennis 2016/18: During a massive protest in France, you’re a tennis player tossing tear gas canisters back at the riot squads… at least until your lungs give up. Move with the mouse, click to swing back. Try to let as many protesters as possible through. Funny, maybe, but that's the only joke here.

Masks: Inspired by the 2019 Hong Kong protests, this text adventure is about a courier trapped in a lab as chaos erupts. Their only choice for survival may be what is found in the package they carried. Playthroughs change a little based on choices, but the more interesting part is how some text changes when you click a clickable word to highlight the gravity of the situation (ex. the word changes to something more dire).

Just plain games

Oh, and the track shape is randomized.
Hair Dash
: Use two buttons to attack left or right, fend the waves of enemies. Looks nice, but is very short.

Bouncy Cars: The track is too narrow, hitting the “walls” hurts the car, and the cars turn way too fast. Hard pass.

Bear-ly There: It’s summer, time for Barris the Bear to eat a lot of fish and be full in time for the next winter! Would be fun, if Barris did move with WASD – but instead, he only ever moved when I jumped! And he moved like a ragdoll! Good thing this was short, because it was so annoying I didn’t want to play it any longer. Oh, there’s also a “poop” button.

It's not anywhere near as fun as it looks.

More bunnies in one picture means more points!
I’m Bored, Let’s Explore (Mall)
: Low-pixel short adventure of two friends exploring a deserted mall. Some funny comments. Not a ton to do, but it’s alright.

#hasicontent: Take pictures of bunnies in a field! Your pictures get Likes, and at every 100 Likes, you get carrots to attract more bunnies. That’s all there is to this cute game; no goal otherwise, though it’s fun to see bunnies get more and more frequent over time.

Hi-Score Boi: A gamer practicing high scores in his living room. Two modes: Endless, or go for the highest score in one minute. What’s gameplay? Pressing Space to score 1,000 points. That’s it. Sparks fly from the screen, even more if you button-mash fast, 1,000 points, that’s all. Looks nice, but it’s just bleh.

Why did the tree cross the neighborhood?
OddyTree
: You are a tree seeking greener pastures, but a town was built between your forest and the one up North. It's gonna be a trip across homes and fences. You move with WASD and must rebalance yourself with the arrow keys. If you fall completely to the ground, you lose and must restart. This is the basis of quite a few mini-games I’ve played before, and here, it’s done well.

PizzaBoy: You deliver pizzas to people. You move with WASD, jump with Space, and throw your pizza slices with the left- and right-click buttons. You can often discover new toppings by meeting specific NPCs. Hard to tell whether there really is a goal here; it seems to go on forever with no indication of progress. It’s just a silly, wacky thing for the Heck of it. Which is fine sometimes.

Find the cat in every room! He hides very cleverly.
[SIBERIA]
: A text adventure mimicking CRT screens, in which you play a character who has crash-landed in Siberia and must survive the elements. With some luck and clever use of what you find, you can make your way to safety. I liked this one, it’s very short, but it’s enjoyable and has a bit of self-awareness.

Where is Cat?: One of my favorite discoveries today, in this game for children you have to find numerous animals and items in seven rooms of a house. First a cat; then tiny plates, tiny glasses, tiny cupcakes, and finally, mice that will eat the cupcakes. All of this is done in an adorable art style. It’s not super difficult, which is understandable, and like everything else here it’s short, but it’s clever and well-made.

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That was a lot, wasn’t it? Yeah, that’s a lot of games in very little time. Keep in mind that I also had to remove each of these from my collections on itch.io, keeping track of what I’ve covered and what I haven’t. It’s long work! This one article represented barely 1% of all the products I have on there, and yet I haven’t even played for two hours total. I hope to do more of these in the future. I might cut down more and more on the number of games I cover within one article, as the games get longer, and I have more to say about each.

Well then, I guess I’ll be seeing you in the next article like this. There’s a reason I called it #1 – it’s not the last.